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4th round infinite combo.Drawing and scrying to get it.Alt win with Omnath if combo is blocked.
1st round-> Sakura-Tribe Scout2nd round-> Trade Routes3rd round-> Retreat to Coralhelm4th round-> Tunneling GeopedeTap remaining land for Trade Routes, return it to owner hand, play it with Scout, deal damage with Geopede and untap Scout with Retreat. Repeat until you win.
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Each decks should include a deck- and how to play description. The deck description should involve things as the basic idea why you did build this deck, if there's any story behind it, budget, certain cardchoices, especially if they deviate from common lists, legality, or any other information you can give others that will look at your deck. Best do this while you are building the deck because after some days important information's simply may not be remembered.The how to play description is crucial for beginners. An experienced or expert builder can normally take a look at your deck and see how it should work, but there also are a lot of beginners out there that maybe want to take a look at this and compare it with their own ideas/ decks. Even for more or less standard-decks there should be a description just because of this.By using deck-tags you can avoid to put unnecessary information into the deck name and thus making it too long. The tags also allows you to filter the decks you have made for a certain type, very useful if the number of decks you've build here steadily grows and grows.When using cards like "Sakura-Tribe Scout"/ "Walking Atlas" ramp spells that allow you to play a land and search your library for an additional land become very strong, so "Kodama's Reach" could be a good card here. Personally I would sideboard "Tunneling Geopede" for to something like "Plated Geopede"/ "Valakut Predator". Tunneling Geopede can be of use when playing against opponents with a strong defence that make it hard for you to come through. Some more suggestions:Adventuring Gear, Ghostly Flicker, Vines of Vastwood, Baloth WoodcrasherGreetingsMuktol
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Thx for the advices! The thing with Plated Geopede and Valakut Predator is they lack trample. They are too easy to chomp block. Tunneling Geopede deal direct damage and is an important part to the infinite combo so I prefer to keep him in the deck.
I'm not really a combo player, it's kind of frowned upon in our playgroup, so it's hard for me sometimes to recognise the interaction between the cards. With the description it's clear why you're keeping Tunneling Geopede. "Mina and Denn, Wildborn", which you had in the deck before, would have been able to provide trample, but without any sort of evasion (and/ or removal) it's pretty useless, I totally agree on that.