TCA: Welcome to the Jungle

by Nate on 10 July 2015

Main Deck (80 cards)

Sideboard (2 cards)

Sorceries (2)

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How to Play

How do you believe this deck should be played?

Deck Tags

  • green white
  • Mana Ramp
  • Big Creatures
  • White

Deck at a Glance

Social Stats

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Likes

This deck has been viewed 624 times.

Mana Curve

Mana Symbol Occurrence

3600052

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for TCA: Welcome to the Jungle

This deck is all over the place and really has to get trimmed down to 60 cards. As well it says mana ramp but you really don't have much of that. Just being honest sorry if it's harsh.

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Posted 11 July 2015 at 21:58

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it rarely loses, there are three combos in this deck (Can you spot them?).

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Posted 11 July 2015 at 22:15

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I'm sorry to say but there is no way of convincing me that this wins most of it's matches against other modern decks. Having 80 cards in it with only 22 of them being lands is simply mathematically impossible to have a decent win %.
Define combo? Do you mean infinite loops where you can stop them making it actually useful? Or do you mean cards that have very good synergy with each other?

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Posted 11 July 2015 at 22:30

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Three win combos (were if you get just one of these combos you win)

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Posted 11 July 2015 at 22:31

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Well they're not exactly jumping out at me so why don't you explain them. As well can any of them happen before turn 5 since most modern match ups tend not to ever go past turn 5.

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Posted 11 July 2015 at 22:39

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I've just realized you have 6+ decks created all with 80 cards. This is a really bad idea. Mathematically it's just Bad. Who ever told you to build decks this way is wrong. All you are doing is hindering your chances of drawing what you want/need. The fewer cards in the deck means you have a higher chance of drawing that combo piece/ kill card. It's one of the fundamentals of deck building.

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Posted 11 July 2015 at 22:46

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1: Garruk's emblem + Hydra + Worldspine Worm = to big to handle
2: Ajani's gain 100health + Primordial Hydra + Predator's Rapport = People quit
3: Any white control enchantments + Mana Doubler + Hydra's = to big to handle
Take your pick of what you want but on turn 5 is when your creatures become giant.
Meanwhile your opponent is under control with white enchantments makes a normal turn 3 at turn 7 but by then your to big for them to do anything
Big point...always must have curse of exhaustion on opponent.
Curse of exhaustion + Rite of flourishing = funny...lol

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Posted 11 July 2015 at 22:51

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If you take anything away from this conversation it's the 60 cards. I promise and stake my reputation on the fact that every one of your decks will be immensely more powerful if they are 60 cards. Google it, Ask a Pro, ask anyone that plays competitively. 60 cards no more. Your talking about turn 8+ combos, you will never survive until then against a proper modern deck.

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Posted 11 July 2015 at 22:59

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if you draw or scry double the cards techniquely doesn't that make your deck 40 cards?
What if you double the average time of a game from 5 turns to 10 turns or even 20 lol.
I change the rules to my liking and that's how you win (not just talking about mtg here)

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Posted 11 July 2015 at 23:00

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oh i forgot about combo #4: one or three mana doublers + Hydra Broodmaster + a million Hydra babies

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Posted 11 July 2015 at 23:04

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I guess ill have to change the rules again lol call me pigheaded but going against the odds are what true winners are made of. #Be different
Thanks for your advice i appreciate it! but maybe you should try to change the rules with a brand new deck, start something new and prove everyone wrong.
We could team up and stun the mtg world.

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Posted 11 July 2015 at 23:10

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Your Wrong! It's a game of Mathematics which means every turn counts, every land drop counts. Nobody plays lands that come into play tapped in any meta that matters. And no it doesn't techniquely make it 40 cards. The only decks that can make the average length of the game last 10 turns are control decks which stop you from doing anything from turn 1 on. This is not a control deck. This deck can't do anything of significance until turn 4 if your lucky enough to have the lands and cards to help.

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Posted 11 July 2015 at 23:12

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