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A Modern Assault Loam deck utilizing Gifts Ungiven.The deck uses Gifts to set up the Seismic Assault - Life From the Loam combo. Gifts also acts as a fantastic card advantage engine, and a way to tutor for answers. The deck plays a heavy control game, and aims to grind out, and out CA the opponent. Eventually you win with multiple Seismic Assault activations burning out the opponent.
In the early portion of the game you want to use your counters and removal to control the game as much as possible. In the mid game you want to get Seismic Assault and Loam up, and stabilize with recurring removal and Gifts/ Treasure Cruise. Eventually you will overtake the game and can go for the kill.Gifts Ungiven can do all sorts of sweet stuff in the deck. Here are some of the piles i'm likely to grab.-- Seismic Assault - Life from the Loam - Snapcaster Mage - Noxious Revival --This sets up the combo for you. No matter what you can get Seismic Assault back with Loam ready to go.-- Life from the Loam - Tectonic Edge - Ghost Quarter - Raging Ravine --This can set up recurring land destruction. -- Anger of the Gods - Pyroclasm - Slagstorm - Electrolyze/ Snapcaster Mage --This just gives you a bunch of sweepers in the face of creatures.And there are tons more. Most of the time the pile is just sort of made on the spot to get whatever you need for the current situation. Sometimes throwing another Gifts into the Pile can be sweet too.The deck plays like a Control deck, with a somewhat Combo like finish. Often times you'll finish the game casting Life from the Loam multiple times in one turn and discarding a ton of lands for huge damage outputs.
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Yes! I love this plan! The reason why Seismic Assault fell off the map was due to the increase of Abrupt Decay. But now the meta seems suited to play a deck like this and not worry too much about mainboard hate. Liked
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Actually, with "everybody" playing Deathrite Shaman and Scavenging Ooze mainboard the entire concept for this deck was almost impossible to pull off. With DS gone it might be time to revive it? Like it!
BGx is still a rough match though. Maindeck grave hate in Scavenging Ooze, and uncounterable removal on Seismic Assault can be a beating.but that's not to say it's unwinnable. I usually bring in Pithing needles for Ooze, and Keranos. Even if our Seismic Assault keeps getting blown up, the deck is still able to grind em out with Flame Jab, keranos, Bolts, etc.
Recently changed this up a bit to make some space for a set of Goyfs. The deck still plays like a control deck, but having such an efficient threat gives the deck a lot more options, and lets you constantly pressure the opponent. The deck has been running a lot more consistently now.
With 'goyf now in the deck maybe a Walker like Chandra could work here, more control and if she dies 'goyf grows...
That's an interesting Idea. I had thought about using Jace Beleren when i first constructed the deck, but he just never made the cut. Which Chandra where you thinking of?
Pyromaster +1 would add to the control/damage and the 0 add some digging when needed and could easily be playable. However I was thinking more along the lines of the Firebrand as the +1 has all the control of Pyromaster and the -2 looks plain nasty in here...
the card the comes to mind when I see this is shard volley. it would the same way as the assault - toss land, loam land back, snap volley back and repeat
I play Shard Volley in a budget aggro loam build, (no Snapcasters), and it works great as Bolt 5 & 6 in there, (especially with Countryside Crusher), but I'm not sure how efficient it would be in here, (notice only 2 Loams and 1 Revival in the main).
Yeah, i do think Shard Volley is a pretty interesting option, but i just don't think i could squeeze any in. I can see them being awesome in Aggro Loam though.
Cool concept, you may want to think about throwing in a few guttersnipe to damage while using your control and setting up your end mechanic.
Pretty neat idea. Seems like it could be pretty mean if it gets going. The only thing i worry about is spending 3 mana (and probably an entire turn) just to get Snipe killed. Without any other creatures in the deck(Goyf is somewhat harder to kill) i feel he'd just be a lightning rod.
Its better that they use their removal on something you expect them to then to something you don't want them too. I call cards like guttersnipe distracters, but i like lightning rods better. "Look at the birdy while I set up for a win." So if they kill him, who cares? If they can't...
If he sticks he would be awesome but like Jack said, he'd likely die instantly and now you have just made their dead removal card live...
If your opponent always has the answer for what you are doing you will loose. I am confused by what you mean by dead to live. If dead means in hand and live means in play, I am confused why this is a bad thing. If they are using an enchantment(oblivion ring) it is now on the field targeting something that you don't need to win and reducing their ability to remove something you go later on. If its an instant/sorcery they must use one of their recycle cards to use that card again.
I do think it's an alright idea, but when it comes down to it there's just no room really. What would you take out to make room for them?
That's a good question, I normally make my decks 2/1 cards/lands but I have never made a deck designed to discard land. If it was me I would play it without the basic lands you are running, 4 of them for 4 guttersnipes'. I would also mod the lands so that as many of the dual lands produced red as possible. It is a pain to produce triple of any single color in a 3 color deck. Probably heavy on Red/blue dual lands. I doesn't matter to me if you put guttersnipe in or not, this is still a cool deck.
Zed.Ex: Bile Blight in hand with no critters in play = dead card. (with big critter in play it is only marginally less dead), Play Guttersnipe = Bile Blight now live card.With only 6 critters in the deck any removal across the table that is not multi-purpose will often be dead in their hand and adding more easily removable critters will turn those cards live.Ex2: Standard mid-range Mardu with 12+ removal cards v/s UB Control with 1 Pearl Lake Ancient gives the Mardu player a lot of sideboarding to do for game 2...Furthermore your advice about removing the 4 basic lands for Guttersnipes shows you truly dont get how this deck ticks. Jack is running a bare minimum of 24 lands as it is and removing any will tank the deck. If anything it might run smoother if the land count got increased. The regular Jund version of this runs 28 lands.
Makes since. I said in the comment about removing the land that I had not made a deck designed to discard land.
Wow, seismic lock on modern looks good, really like the gifts packages
Thanks! i'v been tinkering with this one for a while now. Honestly it's one of my favorites at the moment. It's just so fun to play. Love me some Gifts Ungiven too.
http://www.mtgvault.com/zaklax13/decks/pyro-loamassault/ Your deck motivated me to make my own assault loam. little more extended-traditional. let me know what you think
Yeah, i'll definitely take a look
What are your thoughts on "Raven's Crime"?
its great in the jund list. he is running RUG so its just too mana intensive to go to 4 colors when your deck revolves around a card costing {RRR}
I didn't even consider the extent of the mana fixing he'd undergo if Crime was included. Nevermind haha great build by the way
Raven's Crime is good. Especially against control decks, but in the current Treasure Cruise infested meta it's not quite as good. Also like Zaklax said, taking Assault Loam into 4 color territory gets a bit risky. 3 colors is already pushing it.
I like the deck, but even moreso -- your sideboard is great! Great versatility with the 1-ofs to make use of different cards for Gifts while still keeping 3-5 cards usable against any given matchup. Very clean.
Thanks! My sideboard didn't start off so clean though. I've been playing this deck a ton lately, and making tweaks here and there. Really happy where it's at now.
Treasure Cruise is banned no?
Yeah, just got banned a few days ago and haven't edited my list on here yet. Doesn't hurt me as much as it hurts most other decks playing it as i was only running 1 anyway. I have a few options; i'm thinking about just adding the 4th Gifts, maybe a Batterskull, maybe a planeswalker like Chandra, Kiora, or Jace, or i might try to make room for some Scavenging Oozes. Not 100% sure which route i'm going to take yet. What do you think?
Batterskull is a really heavy duty card. I would definitely suggest, if you plan at all to be living in the mid-late game, go with it. It does so much work.
You need to look into Monastery Siege. I know it is another 3 drop but man o' man that card is just begging to be abused!