Underground Mortuary is your go-to turn 1 fetch almost all of the time if possible, but those two are excellent targets as well. Even with the green lean, the deck is pretty pip intensive, so I worry that you may run into fixing issues in the midgame like I do occasionally with Slogurk, the Overslime. Don't be turned off too much by them entering tapped since you don't have a ton of early game plays that don't set up land drops.Dunadain wrote: ↑3 months agoSince fetchables are such a big deal in this deck, I actually prefer Woodland Chasm/Haunted Mire to untapped colored sources like Command Tower. I was hoping I could get away with just the three good ones, especially with the ungodly number of fetch lands, but I still might need to add a few more.
I support this decision. With Crucibles, especially one in the command zone, it's just too tempting to start running people out of meaningful nonbasics. Much worse with Strip Mine, but if you're going to run land-based land destruction go ham with Dust Bowl. No half measures.Dunadain wrote: ↑3 months agoHonestly, I'm considering cutting Demolition Field as well, seeing as how I'm running Assassin's Trophy and Beast Within.
I'm a little cold on Saga here too without maybe a handful more targets like Zuran Orb and maybe Skullclamp. I get that it's an inevitability sort of card but it just seems glacially slow in that role. If the tutoring aspect is weak, and the token creation aspect is weak, I don't think combining the two is going to elevate it much. You're already running plenty of tutors, so while having a limited one on a land is nice I think it's kind of marginal. I kind of hate the card at any rate, so maybe I'm just biased.Pretty much, it's a land that upgrades itself into a Sol Ring after a few turns. It's also a back-up win-condition if Field of the Dead is MIA. A bit slower, but honestly, if you get saga and a couple land-clones pumping, it's probably even more powerful than Field of the Dead.
(Also, I haven't posted my most recent version of the deck, but I added Sensei's Divining Top which is a 4th tutor target AND ensures that even once you've grabbed all your tutor targets, you can draw a card off of top, then immediately tutor it back into play).
Also, turn 1 Urza's Saga, turn 2 green-producing land, turn 3 float a colorless mana off of saga, grab Sol Ring, play a second Green-producing land is a very clean way to ramp into a turn 3 Zask, Skittering Swarmlord.
It's not nearly as elegant as Field of the Dead, but the more I think about it, the more I like it.
Speaking of tutors, I know the deck isn't all that black heavy and your main source of Swamps is Urborg, Tomb of Yawgmoth but it would be too tempting for me to not run Cabal Coffers if I'm running so many tutors.
I think Mirrex could do some work if you wanted another tokenland, but maybe like me you also have an aversion to using poison counters.
Dark Depths? Marit Lage is much more balanced in this format, but maybe it's borderline if you can do it every turn. I know you're also kind of a stickler for "fair" Magic, but I thought I'd throw it out there.