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Borborygmos Enraged - LANDS LANDS LANDS!!!

Posted: Thu May 29, 2014 8:21 pm
by Valdarith
[deck]Borborygmos Enraged v0.3[/deck]

Key cards:

Glacial Chasm - mean ol' Nekusar got ya' down? Is the whole table trying to beat up on you? Hope your opponents can deal with a Glacial Chasm. Over. And
over. And over. And over. And over...
Ice Floe and Mystifying Maze - someone trying to voltron their commander? Tell them to go suck eggs.
Valakut, the Molten Pinnacle - oh, you thought you needed your commander to win?
Scapeshift - just read the card.
Life from the Loam - land hate isn't enough to keep you down.
Blasted Landscape, Forgotten Cave, Slippery Karst, Smoldering Crater, Tranquil Thicket - These get pretty silly with Life from the Loam.
Buried Ruin - someone destroyed one of your artifacts? That's a shame. Or maybe you want to loop your Lodestone Bauble, [card]Horizon Spellbomb[/card:
2ok5j0s5], or Expedition Map with one of your land recursion engines.
[card]Thespian's Stage[/card] and Vesuva - what's better than one Ice Floe, Valakut, Mystifying Maze, Buried Ruin, or Glacial Chasm? Two of them.
Kessig Wolf Run - need somebody dead NOW? Trample over them with Borborygmos.
Crop Rotation, Sylvan Scrying, Expedition Map, Realms Uncharted, Tempt with Discovery, Reap and Sow, Scapeshift - go tutor up any land.
Boundless Realms - Valakut in play? Need someone or something dead? This can make it happen.
Lodestone Bauble - running out of basics to fetch? Or do you plan on connecting with Borborygmos in
combat next turn? Maybe you're getting dangerously close to decking yourself and have a way to loop this too. Or maybe your opponent tutored a card to the top of his library and you don't want him to have it for awhile. This card helps with all these things.
Bow of Nylea - this deck has a some board wipes that deal damage to you as well. This helps you gain life, puts some basics back in your library, or can keep you from decking yourself. It can also kill small fliers. It's even an artifact you can recur with Buried Ruin!
Crucible of Worlds - I shouldn't have to say anything about this card.
Horn of Greed - you're going to be playing a lot more lands than everybody else, and with this on the field you're also going to draw a lot more cards than anybody else.
[card]Seer's Sundial[/card] - like Horn of Greed except you have to pay for it and it only works
for you.
Storm Cauldron - fun card for you. Annoying as hell for everybody else.
Creeping Renaissance - when you have Borborygmos on the field and you just want the game to be over.

Posted: Thu May 29, 2014 8:39 pm
by Jack
You're missing Courser of Kruphix and Oracle of Mul Daya. Why didn't Burgeoning make the cut?

Posted: Thu May 29, 2014 8:40 pm
by Jack
Dust Bowl and Rain of Salt are also fun cards.

Posted: Thu May 29, 2014 8:48 pm
by Jack
And since you don't get to play counterspells, you probably want to play some equipment to protect your 8 cmc win condition.

Posted: Thu May 29, 2014 9:07 pm
by Valdarith
I'm trying to keep the creature count low on purpose. It makes opposing removal dead and the less cards I have that die to my sweepers the better.

Dust Bowl seems fun.

I was considering Lightning Greaves and Swiftfoot Boots for Borborygmos, but without having played the deck yet I'm unsure if I'm reliant enough on the commander to warrant it. The same can be said of cards like Snake Umbra and Keen Sense. They're pretty narrow in a deck like this.

I could probably stand to cut some of the land tutors.

Posted: Thu May 29, 2014 9:33 pm
by Azrael
This looks incredibly fun. Isn't Fastbond banned, though?

Memory Jar could be a nice inclusion for a quick burst of lands. Maybe even Wheel of Fortune.

Gaea's Bounty? Snow-covered lands and Scrying Sheets?

Oh man, Storm Cauldron. That's so evil.

Posted: Thu May 29, 2014 9:51 pm
by Valdarith
Yeah, Fastbond is banned. Damn!

I had snow lands and Scrying Sheets but figured with all my land tutors I'd run out of snows so fast that it'd be irrelevant.

Posted: Fri May 30, 2014 3:57 am
by Valdarith
Well now that Azrael has rained on my parade with the Fastbond revelation, I'm wondering if I should take a slightly different approach. Perhaps I should play more creatures for synergy with Primeval Bounty and Kessig Wolf Run while also opening up Genesis Wave and Perilous Forays.

Looking to add most of these:

[cards]Armillary Sphere
Burgeoning
Frontier Guide
Genesis Wave
Nantuko Cultivator
Ondu Giant
Oracle of Mul Daya
Quirion Trailblazer
Perilous Forays
Rites of Flourishing
Solemn Simulacrum
Sylvan Ranger
Wood Elves
Yavimaya Dryad[/cards]

I'm definitely going to cut the following:

[cards]Boundless Realms
Fastbond
Far Wanderings
Lifegift
Mulch
Peregrination
Nostalgic Dreams
Journeyer's Kite
Balduvian Trading Post
Encroaching Wastes
Kher Keep[/cards]

Cost is a factor here, or else cards like Exploration would be an
auto-include.

I think I can leave out Perilous Forays, Armillary Sphere, and Frontier Guide.

Posted: Fri May 30, 2014 2:49 pm
by Valdarith
[deck]
Commander (1)
1 Borborygmos Enraged

Creatures (16)
1 Groundskeeper
1 Sylvan Ranger
1 Wood Elves
1 Silverglade Pathfinder
1 Yavimaya Dryad
1 Civic Wayfinder
1 Borderland Ranger
1 Yavimaya Elder
1 Eternal Witness
1 Farhaven Elf
1 Tilling Treefolk
1 Nantuko Cultivator
1 Ondu Giant
1 Oracle of Mul Daya
1 Quirion Trailblazer
1 Solemn Simulacrum

Land Tutors and Ramp (15)
1 Crop Rotation
1 Sylvan Scrying
1 Genesis Wave
1 Cultivate
1 Harrow
1 Journey of Discovery
1 Kodama's Reach
1 Sprouting Vines
1 Realms Uncharted
1 Explosive Vegetation
1 Tempt with Discovery
1 Ranger's Path
1 Reap and Sow
1 Seek the Horizon
1 Scapeshift

Enchantments (4)
1 Manabond
1 Burgeoning
1 Rites of Flourishing
1 Primeval Bounty

Artifacts (9)
1 Lodestone Bauble
1 Expedition Map
1 Horizon Spellbomb
1 Journeyer's Kite
1 Bow of Nylea
1 Crucible of Worlds
1 Horn of Greed
1 Seer's Sundial
1 Storm
Cauldron

Destruction Effects (7)
1 Vandalblast
1 Magmaquake
1 Savage Twister
1 Starstorm
1 Beast Within
1 Creeping Mold
1 Blasphemous Act

Recursion (3)
1 Life from the Loam
1 Regrowth
1 Creeping Renaissance

Lands (45)
11 Mountain
10 Forest
1 Blasted Landscape
1 Buried Ruin
1 Dormant Volcano
1 Forgotten Cave
1 Ghost Quarter
1 Glacial Chasm
1 Gruul Guildgate
1 Gruul Turf
1 Ice Floe
1 Jungle Basin
1 Kazandu Refuge
1 Kessig Wolf Run
1 Mystifying Maze
1 Reliquary Tower
1 Rootbound Crag
1 Slippery Karst
1 Smoldering Crater
1 Stomping Ground
1 Tectonic Edge
1 Terrain Generator
1 Thespian's Stage
1 Tranquil Thicket
1 Valakut, the Molten Pinnacle
1 Vesuva
[/deck]

Posted: Fri May 30, 2014 4:31 pm
by Purp

Posted: Fri May 30, 2014 5:25 pm
by Valdarith
It has some similar ideas but I don't think that list is very good.

Posted: Fri May 30, 2014 11:15 pm
by Valdarith
I totally forgot about Strip Mine. That's going in.

Posted: Sat May 31, 2014 4:58 am
by Azrael
I dunno if I'm in love with this iteration. If you stick with it, I'd like to see Skullclamp.

But overall, it seems like there are a lot of options for putting lands onto the battlefield or into your hand which may or may not be the best ramp options available to you. While there are some options such as Groundkeeper that are just way too good to turn down, are things like Ondu Giant and Civic Wayfinder really what the deck needs?

How about Sol Ring, Thran Dynamo, Worn Powerstone. Sisay's Ring and Ur-Golem's Eye, even. Skyshroud Claim wouldn't be bad. Rofellos. Joraga Treespeaker. Devoted Druid. Cards that put you two ramping slots ahead at a time - there's a bunch of them I could name.

Once you have a sufficient ramp engine in place, I'd imagine the best way to make your general really punishing is to pack in card draw. Every time you draw cards in this deck, that's a *ton* of free tempo off of your general,
as well. That's a tad more challenging in green and red than it is in other colors, but options like Mind's Eye, Harmonize, Greater Good, Phyrexian Portal, Mask of Memory, Skullclamp, Sword of Fire and Ice, Hunter's Insight, Momentous Fall, Wheel of Fortune, Gamble, Garruk Primal Hunter, there's actually a bunch of ways to accomplish it if you search them out.

Lightning Greaves probably needs to come in here too, right?

Posted: Sat May 31, 2014 12:48 pm
by Valdarith
A lot of my dudes are x/2s and above and with so few creatures I'm not fond of Skullclamp. My main reason for more creatures is synergy with Genesis Wave and Primeval Bounty. Plus they all become threats with Kessig Wolf Run and provide bodies to block with. The downside is that many of them put lands on the field instead of my hand, which is why the land tutoring spells are still necessary.

I want to avoid artifact rocks if possible to stick with theme. Something about sticking a lot of mana rocks in a deck with a guy that likes to smash things seems a little off to me.

I do want to add Scroll Rack, Sylvan Library, and Mind's Eye to help dig. And Lightning Greaves and/or Swiftfoot Boots may work their way in.

Posted: Sat May 31, 2014 12:53 pm
by Valdarith
Also, I think I want Inkmoth Nexus for hilarity with Kessig Wolf Run.

Posted: Sun Jun 01, 2014 9:34 pm
by Alex
I'd probably play Life and Limb, Living Plane, and Skullclamp.

Posted: Sun Jun 01, 2014 9:36 pm
by Alex
This also allows you to be a fucking asshole with Pyroclasm, and keeps the dude playing board wipes responsible.

Posted: Mon Jun 02, 2014 1:40 am
by Valdarith
I wouldn't play Life and Limb because it affects only me, but I could see Living Plane. Nature's Revolt is also an option, and even it isn't terrible with Skullclamp ssine I have so many ways to blow up my own lands.

Posted: Mon Jun 02, 2014 1:42 am
by Valdarith
Then again, Life and Limb only affects my Forests, so I could see playing it.

Posted: Mon Jun 02, 2014 2:14 am
by Alex
Well, Living Plane lets you blow up problematic utility lands like Coffers, Maze, Urborg, etc with Borborygmos' ability, so there's that.

Posted: Mon Jun 02, 2014 2:32 am
by Jack
I like Kamahl, Fist of Krosa much better for that.

Posted: Mon Jun 02, 2014 3:18 am
by Alex
He's just not as good with Skullclamp. :sherlock:

Posted: Wed Jun 04, 2014 8:21 pm
by Valdarith
[deck]Borborygmos Enraged v0.3[/deck]

So I decided to go the Skullclamp route, added more creatures, took out all the sorcery speed basic land tutors, and added Nature's Revolt and Life and Limb. I also put Kher Keep back in the deck for Skullclamp lulz, Inkmoth Nexus for
Kessig Wolf Run lulz, Strip Mine for cheese lulz, and Dryad Arbor for even more Skullclamp lulz. I also found room for Sylvan Library and Scroll Rack.

I get the feeling that this deck is nowhere close to reliant on its general, so I'm not too concerned with the absence of Swiftfoot Boots or Lightning Greaves at this point. That may change with testing though.