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Another deck that started out as a gimmick and has become one of my absolute favorites. In the earliest iterations, the deck was over 50% lands and all-in on suiting up Borborgymos Enraged with Keen Sense, Snake Umbra, Grafted Exoskeleton, etc. and bolting the entire table out by throwing lands at their faces. My playgroup did not run enough interaction at the time to reliably answer Borborygmos, so the deck ended up winning more than its fair share of games and I benched it for a few years. While that strategy remains (and is probably a lot more resilient than it once was), there are now a bunch of different ways to win, most involving moving large quantities of lands from battlefield to graveyard to hand and back to the battlefield, or various combinations thereof. The land count has decreased down to the bare minimum I think you can get away with while still having an okay shot of Keen Sense killing someone without Abundance on the battlefield, and the lands themselves have become as much of a win condition as the spells.
Win conditions include:
Interactions I think are neat:
Est. 2014
I retooled the deck and added some fun new stuff. Cut the Green Sun's Package as it was kind of boring, along with some other cards that didn't spark joy. I think the fetchlands are just a little too powerful and hard to interact with for my playgroup so I'm going to try playing without them. I frequently got to boardstates where I was using them to machine gun everything down with Valakut and no one could really do anything about it. Also had a revelation that I very rarely want a huge amount of lands hitting the battlefield from the graveyard, so I'll try things without Splendid Reclamation for now.
Out:
Dryad's Revival
Endurance
Eternal Witness
Green Sun's Zenith
Harmonize
Living Twister
Nahirir's Lithoforming
Nissa, Vital Force
Nostalgic Dreams
Prismatic Vista
Pryoblast
Ramunap Excavator
Reclamation Sage
Splendid Reclamation
Sprouting Vines
Three Visits
Bloodstained Mire
Arid Mesa
Misty Rainforest
Verdant Catacombs
Windswept Heath
In:
Cavalier of Flame
Conduit of Worlds
Druidic Ritual
Farseek
Horn of Greed
Hull Breach
Mulch
Omnath, Locus of Rage
Seismic Assault
Tireless Tracker
Wrenn and Seven
Yavimaya Hollow
Rogue's Passage
Sprouting Goblin
Wooded Ridgeline
Blighted Woodland
Fire-Lit Thicket
Rootbound Crag
Spire Garden
Myriad Landscape
I sold some cards.
Out | In
Yavimaya Hollow | Maze of Ith
Sylvan Library | Courser of Kruphix
Magmatic Insight is just plain better as card advantage than Faithless Looting in (which is actually card-negative), so I'm making the change I should have made a while ago. The Great Aurora was an extreme feelsbad when I finally resolved it, so cutting it for another boardwipe in Chain Reaction.
Out | In |
---|---|
Faithless Looting | Magmatic Insight |
The Great Aurora | Chain Reaction |
Sol Ring is lame and so I'm removing it from yet another deck. Orcish Lumberjack is the lands version of Sol Ring, and arguably has more overall synergy in the deck, much like my rationale for including Birds of Paradise in Karador instead of Sol Ring. Seek the Horizon mostly serves to put lands into hand for Borborygmos, and Sprouting Vines does the same thing. While a lower floor, it certainly has a higher ceiling and could enable some flashy plays, like killing someone in response to their own combo turn.
Yavimaya, Cradle of Growth has synergy with Lumberjack, as well has helping fix mana while still allowing me to build up my mountain count to activate Valakut.
I probably didn't give Road of Return a fair shake, but the flashback on Dryad's Revival is intriguing and I think provides more utility, especially if I mill over it or discard it. I typically don't have mana issues and have recast Borborygmos for as much as 16 before, so I think the second mode of Road of Return won't be missed. Could make its way back into the deck, though.
Return to Nature was the only graveyard hate in the deck, and a pretty pathetic gesture. Typically removing a single card is not enough to really slow someone down. Endurance can do that, be tutored with GSZ, cast for "free,", and can protect my OWN graveyard in a pinch. Excited to try this out.
I frequently debate Omnath vs. Titania, and would run both of them if the list wasn't so tight. Omnath is much easier to make tokens with, and does some work to protect my board, but Titania is cheaper to cast and provides some value on ETB. Now that Titania comes in old frame, I think it's time to give her another shot.
Changing around the utility lands. Dust Bowl lets me put other lands with ETBs into the graveyard for re-use, so I think it has more utility overall than Tectonic Edge.
Out | In |
---|---|
Tectonic Edge | Dust Bowl |
Due to burnout from the sheer amount of MTG spoilers lately, I completely missed that Kaldheim was giving me yet another Mountain that could also tap for green, so in it goes. Only real cut here is a basic Mountain.
Out | In |
---|---|
Mountain | Highland Forest |
Doing some work to smooth out the curve and get rid of my horrendous amount of 3-drops. I dislike taking out Green Sun's Zenith targets for spells, but they were the weakest 3-drops. While Tireless Tracker does provide incremental advantage, the upside of Return of the Wildspeaker refilling my hand with more lands once I get Borborygmos out, as well as providing a pump to the Zombie and Elemental tokens I generate puts it over the top. Also trying out multiple ways to cheat the commander tax, I seem to get into trouble when I ramp past about ten lands to re-cast Borborygmos multiple times, I'd rather have them in the graveyard or my hand. Zhur-Taa Druid, while extremely cute with Snake Umbra/Keen Sense, tends to annoy opponents early and I'd prefer to fly under the radar for as long as possible.
Out | In |
---|---|
Zhur-Taa Druid | Explore |
Nissa's Pilgrimage | Three Visits |
Krosan Grip | Return to Nature |
Klothys, God of Destiny | Road of Return |
Tireless Tracker | Return of the Wildspeaker |
Blast Zone | Command Beacon |
Finally made the call to pull Sylvan Library out of my Karador, Ghost Chieftain deck and move it here for the synergy with Abundance. Does this mean this is my favorite deck now? Not sure. Also realized Seismic Assault just doesn't do a lot compared to Borborygmos, Enraged and took it back out.
Out | In |
---|---|
Illusionist's Bracers | Punishing Fire |
Fire-Lit Thicket | Grove of the Burnwillows |
Mirri's Guile | Sylvan Library |
Seismic Assault | Harmonize |
Out | In |
---|---|
Horn of Greed | Valakut Exploration |
Harmonize | Nahiri's Lithoforming |
Wrenn and Six | Seismic Assault |
Chain Reaction | The Great Aurora |
Out | In
I needed Cavern of Souls in a goblin tribal deck, and Gruul Turf seems like a good way to get some more landfall triggers.
------------ | -------------
Seasons Past | Nostalgic Dreams
Skyshroud Claim | Harrow
Cavern of Souls | Gruul Turf
Reforge the Soul seems to always help my opponents more than me, so I'm swearing off wheels. Tectonic Reformation helps me turn excess lands into spells instead.
Out | In |
---|---|
Reforge the Soul | Tectonic Reformation |
Titania, Protector of Argoth | Turntimber Sower |
Forest | Khalni Garden |
Forest | Prismatic Vista |
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Nome | Mão | Turno 1 | Turno 2 | Turno 3 | Turno 4 | Turno 5 | Turno 6 | Turno 7 | Turno 8 | Turno 9 | Turno 10 | |
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Probabilidades Adicionais |
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Score | Nome de Carta | Tipo | Mana | Raridade | Salt |
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