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A new landfall deck using some sweet cards in Kaladesh to create today's mono-green landfall deck that's great for beginners. I've personally seen and tested this thing out and the verdict was kind of impressive. Being a budget deck, it was surprisingly well enough to hold it's own even against some of the top rated decks in the format. For those of you unfamiliar with landfall decks, the objective you want is to be able to play as many lands per turn as possible and capitalize on your permanent's abilities.
THE HEAVY HITTERS include Sylvan Advocate which is a 2/3 with vigilance for 2 mana that only gets stronger in the late game by becoming a 4/5. The 2/3 vigilance for 2 is already above the curve but the fact that he gets even bigger with more lands on the field is a definite plus and four of in this deck. The Undergrowth Champion has quite a bit of power. It's a 2/2 for three which is really bad. It's landfall trigger though is what makes this guy a powerhouse. Normally you want to play him while you have three lands on the field and another in your hand. Getting him his first +1/+1 counter. After that, he has a little bit of evasion from destruction. Other cards in your deck can easily make him into a 10/10 in just a few more turns. while Oran-Rief Hydra is set up to be your main win condition.
-OUR BACK UP PLAN is Architect of the Untamed. For 3 mana you get a 2/3 body that generates energy every time a land enters the battlefield. That's where cards like Attune with Aether come into play to help ramp up your energy and provide lands in hand to help with other creatures. Get 8 energy all of the sudden you have a 6/6 beast at instant speed. It's more ideal to have multiples on the battlefield to make the most of the energy gain though.
-THE WIN CON is pretty simple. You have two potential game enders here with Ulvanwald Hydra doing double duty as a defender against the looter scooter (Smuggler's Copter) or other flying creatures and becoming a massive hitter depending on the amount of lands you have in play. The added bonus is that not only does he come out huge, he also adds another land to the battlefield to kick up your other synergies. The main win will generally come from Oran-Rief Hydra. This hulking behemoth already comes stamped with trample and gets +1/+1 counters for each land you put into play. Since most of the lands in this deck are forests, or tutor for forests, chances are you'll be spending more time giving this guy multiple +1/+1 counters per turn making him big enough to be multi blocked and leaving your other hitters open or just overwhelming your opponent.
-SUPPORT CARDS include Primal Druid that lets you block a big threat and get a land onto the battlefield for it dying (which is exactly what we want with our plan) . Swell of Growth gives us a bit of a combat trick by adding giving a +2/+2 until end of turn and a free land drop at instant speed. It goes incredibly well with Undergrowth Champion and Oran-Rief Hydra (even better if you manage to drop an Evolving Wilds as your free land). We've also added in Nissa's Vital Force to not only gain us 7 life, but it gives you the ability to place 3 lands onto the battlefield and cause everything to trigger three times, which is absolutely insane and worth the high price of mana. More often than not this card will stabilize you and get you the board advantage in the game.
-THE PLANESWALKER is Nissa, Vatal Force. This Nissa is great in this deck. Not only does it allow you to immediately gain a 5/5 or mana ramp of 1, if it lives to the next turn you get HUGE card advantage for the rest of the game. It's middle ability is also a wonderful addition by allowing you to get a creature from the graveyard and put it back into action. Overall, all of her abilities work wonders in this deck and we have a second one in case your first dies out.
-THE ODD ONE AWARD goes to Ghirapur Orrery. This is a card that doesn't see much play because it also benefits your opponent and lets them get a high mana base. That's true but it also benefits you and your creatures more by allowing you to drop multiple lands per turn and get your triggers activated. Not only does it do that, but since we have a high mana base, we will often be empty handed quite a bit. That's where it's second ability comes into play and smoothes out our card draw and advantage.
THE SIDEBOARD consists of APPETITE FOR THE UNNATURAL which is one of the best green artifact removal in the format. Its one mana more than Naturalize, but it also gains you 2 life. It's a worth while investment especially at instant speed. NATURE'S WAY is there to be our spot removal for those pesky aristocrat decks. Since our creatures are normally going to be way too much for any one creature to handle, this is insane. It not only deals combat damage with no retaliation damage, but also adds Vigilance and Trample to our already monstrous behemoths. PLUMMET allows for removal of fliers at instant speed, which our deck can handle, but generally not in droves. PULSE OF MURASA and SPLENDID RECLAMATION are in place just in case someone is running land hate and blowing up your mana base or making you discard them all before you get a chance to use them. Pulse of Murasa not only gets a land back but can also get one of your big guns back into the fight and gain a nice bit of health along with it. EMBODIMENT OF INSIGHT is definitely a big gun in the defense of token decks. With the amount of lands you'll be placing on the battlefield it gives you a chance to get decent sized creatures AND go on the offensive as well as defensive.
If you liked this deck go ahead and give it a like and may your card draws always be epic and useful!!
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