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Are you bored? Does Magic: The Gathering feel old and vapid? Got any useless bucks in your bank account? Ladies and Gentlemen, I have solution.Use your bank account on nearest MtG marketplace website and buy some cheap cards, craft a deck, and challenge your friends! To double the fun, ask your friend to create such a deck too!The Budget Decks -series is meant for your free time! These are meant to inspire you, and deck's value is meant to be low! (Between 10 and 20 bucks.)
Hilarious idea, I could say.Play Nature's Revolt to make your lands into your creatures.This deck is pretty slow, so I do not recommend using it against quick decks.-Diabolic Tutor helps you find Nature's Revolt.-Crawlspace keeps you alive earlier rounds.-Earth Surge rocks!-Terra Eternal makes your "creatures" indestructible.
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......"-Terra Eternal makes your "creatures" indestructible."Not only yours :/ .....
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Yes, but have you noticed the high amounts of lands in this deck?If you have 10 lands, and your opponent has 4 or 5, it doesn't matter so much.
Land decks are cool. Why the black in this deck? Just to tutor Nature's Revolt?
Yes... White enchantment-tutors are goddamn priceful...
*face palm* Just read your description.
Never read before? I feel bad now...
Well I'm not sure how many people are a fan of this deck but you can add me to that column. (first +1...come on front page!) I will be putting this one together tonight but I do have some changes I'll be making. I'm new at Magic so I do appreciate the budget aspect whole heartedly. I'll keep that in mind when I suggest some changes to make this more playable (in my mind). Regardless, my buddies are probably going to give off some very confused looks when this deck hits the table. Quick question - Does Nature's Revolt make your opponent's lands creatures too? I think yes... I think bountiful harvest is a cool card with this much land but I also feel like it's way too slow. Instead, Rest for the Weary will do essentially the same thing at a fraction of the cost and at instant speed. That way late game you aren't as tied up for mana after casting a Bountiful Harvest and can use it for other shennanigans. -3 Bountiful Harvest +4 Rest for the Weary (I'm good at math...) I think Khalni Heart Expedition might be a little better. It's 2 cmc (learning the lingo) and can help to fill in the curve a little better than Explosive Vegetation. -3 Explosive Diarrhea +3 Khalni Heart Expedition (Getting better...) Having only 1 Crawlspace is fine but I think we are still going to run into issues with creatures in the early game. So I've thought of this crazy card not many have heard of....Fog. If we can Fog our way into the late game while adding life along the way from Rest for the Weary, then we should have enough land creatures to be able to do some serious damage. Because like you said, "if you have 10 lands and your opponent has 4-5, it doesn't really matter". I couldn't agree more. BUT where's the fun in winning with sheer numbers? Why not do something crazy and Overrun your opponent's face?! So with that: +4 Fogs +3 Overruns -3 Putrefy (If you diabolic tutor the crawlspace and combine that with the lifegain and fogs, I don't know if this is necessary) -5 Lands ( I think with the Khalni Heart Expeditions you'll be able to get to more of your lands and also with Bountiful Realms 33 might be overkill) One concern is the double black cost of Diabolic Tutor. Maybe another swamp is necessary? Maybe not. With Khalni Heart you can search for one or pair if need be. Hopefully this helps. I'll try and test it in the next week or so and let you know.
I may be pushing it (the budget) here but I think I've found a solid way to make sure you get more wins than not....Pariah. I'll try and take a look tonight and see if I can't keep it under 20 bucks in the blue box by adding one of that card. It would be a difficult decision trying to determine what indestructible land to put it on....but once you decided it would make things very frustrating for your opponents. :)
Ding ding dong, it is done.Thanks a lot about the suggestions. It looks like newbies can teach me something too.
I appreciate you taking my suggestions. Thanks. I started drawing some hands with the new build and just trying to get a feel for how it will run. I think having Diabolic Tutor was initially a good idea but now I'm not so convinced. I think the deck can fair alright without that card. I was thinking instead that it might be nice to only play green/white cards in this deck. (Sorry, so much for just taking your good stuff and running with it) I think it'll make everything run smoother by eliminating that double black mana cost. In its place I was thinking Explore would be a good card to run with. Maybe 4 of them is too much (budget wise) but even adding two, dropping the swamps and a couple of the evolving wilds will help streamline this deck. Not to mention the creatures (lands) have a quicker way of getting on the battlefield and it allows for a little card draw. If you only add 2 feel free to add back in 2 lands or heck maybe even 2 rampant growths. Hope that helps, I'll let you know once I'm able to put this all together and give it a shot.Now to slightly change the topic. I made a new deck and was curious if you'd check it out? It doesn't fall into your budget genre by any means but maybe there is a card or two or fifty you know of that could help. I'm putting it together for matches against my friends - casual format. It's a mill deck. I think the world might like it...well minus my opponents anyways.http://www.mtgvault.com/nickdabeefstick/decks/first-turn-milli-think/
Well I still love this deck. However it went 0-3. I lost to a mono green, mono red and mono white. I had the mono white wrapped up...until he played Gideon. Did his +1 and then the very next turn was able to go Ultimate with him. Now granted the deck I played against was over 200 bucks worth of cards but I still had a chance. Anyways here are some of my findings. Fog was the one of the most important cards in the deck. Life gain is also wildly important. The one problem with this deck is that is very slow. Even if you are able to have 5 land to tap by turn 4 or 5 to play Nature's Revolt, all of your land/creatures are tapped and your opponent is given 4 or 5 more creatures for the very next turn when you are all tapped out. So I'm doing some research to try and figure out alternatives to make the deck smoother and survive into the mid to late game. One in particular that will make a huge difference is Congregate. Gaining 2 life per creature on the board is HUGE. The other card that saved me was Crawlspace. I think this deck needs two. Now I may be the only person playing your deck Northy but I think the budget (at least for me) is going to have to be increased a little bit to find some more answers. For now I've added 2 Congregates and dropped a couple of Rest for the Weary. I also added Collective Blessing. Giving them indestructible creatures with the same stats as yours, combined with the fact that they will likely have actual creatures in addition to yours, means that opponents can match up relatively easily. Flyers are also a concern so side boarding Windstorm or Plummet might be a nice idea. Maybe there is some land destruction that would help too, prior to playing Terra Eternal. I'll keep looking Northy. This deck has a win its future, I can feel it.
I found infiltration lens. I ordered a couple and I'm going to test them out. I think they will be extremely helpful, especially once all lands are indestructible. Also, and this might be getting really fancy...but maybe Curse of the Swine has a place in this deck.....just maybe....
Splashing blue for piggies? Guess that could work...
Yeah I think it's pure evil. Essentially it should win the game within a couple turns of exiling their lands...that are creatures... muhahahahahaha
Sphere of safety is a possible answer too. And it's on color. I've got a lot of testing to do.
How does Hold the Gates interact with Nature's Revolt? Can you attack and then still tap them for mana? Tapping is an instant so you could during the combat phase I believe. But could you tap your creatures for mana in your second main phase?
Sure. You could do that. So, I guess few Hold the Gates going in?
Yeah I think so. It almost seems unfair. Hahahaha, this game is awesome!
Well Northy I know you are continuously inundated with requests for help in creating decks built around a certain card or theme. So I won't get on that train...well not exactly. I do think this deck is awesome and your recognition on this site is unparalleled. So I've got a unique request. Would you re-create this deck? What I mean is will you create a "new" deck so that people have another chance to see this idea? I don't think it's received proper recognition and this idea deserves its 15 minutes of fame. Other people deserve to play this and opponents deserve to lose against it...haha Maybe we'll get some ideas to make it even better.I have adapted your original idea and created a deck. It's called Lands are Beast! It's pretty close to your budget requirement. Check it out if you get a chance. It's not exactly creatureless but I've found that there is a need for fending off your opponent in the early game so you can set up for the late game. Thanks again for your inspiration.
I have to think about that. Sounds like a good idea to re-create this one. I guess I'll check your deck too when I get chance for it. I may even use it as a source of inpiration if you don't mind. I would love to see which creatures you chose to use in it.