Having only 8 bombs is pretty risky, especially with only 1 Trap. -2 Overgrown Battlements +2 Avenger of Zendikar Avenger is still a savior in many situations, provides a lot of chump blocking and is still a very possibly win condition for when Valakuts are being taken care of. Battlements are a dead draw late-game. -1 Inferno Titan +1 Wurmcoil Engine Inferno is good, but not as a 4 of. -4 Burst Lightning +4 Lightning Bolt Bolt is better 90% of the time, and the 1 extra damage, either to head or creature, is often needed. -2 Khalni Heart Expedition +2 Summoning Trap Khalni Heart is weak against aggro, and your deck seems to be a version focused on hating aggro. -2 Raging Ravine +2 Terramorphic Expanse Never was a fan of Ravine, I guess it's a preference call, but I'd rather have the more flexible fetchlands for searching Mountains/adding to Landfall. Sideboard: -4 Obstinate Baloth +4 Pyroclasm Pyroclasm is the nuts, doesn't kill anything of yours (other than Avenger Plants the first turn they are out). Much better against Aggro than Baloth, especially with no Jund out there. -2 Trap (those belong in the mainboard) -1 All is Dust (2 is really all you need I'd argue) +3 something to help against your weak/most common matchup. Against Ramp/Mirror I'd suggest Tunnel Ignus Against Aggro, I'd suggest 2 Chain Reaction, 1 Burst Lightning..or 2 Reactions, 1 Wurmcoil Against Control, I'd suggest 2 Gaea's Revenge and 1 Artisan of Kozilek Obviously these are all my opinions, so you don't have to listen to any of my recommendations, but figure I'd give me input.
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Consider Progenitus/Rampant Growth until they rotate out. Also consider Cultivate, Spell Pierce, and Into the Roil. Preordain over Ponder once it rotates out, If you add more creature generators you can consider Shared Discovery and Unified Will.
Anything mate...and indeed, we don't know what is going to happen once Scars comes in but we can be thankful that Rampant Growth is the only staple we are losing :)
Thanks mate, my deck does seem real consistent...usually when I lose it is due to my own bad play or just versing an opponent who got a perfect hand. I have struggled with Inferno Titan vs SGC for a long time, and I like Titan better for a few reasons. I'll admit I didn't have SGC in very long so I haven't playtested him all that much, but when I did use him he seemed relatively useless, as he would be removed the turn I played him (or I had to block with him) before I could get a chance to sac the goblins. Inferno doesn't require any additional mana after playing him, his ability triggers right on the spot, and he doesn't have a set limit on how many times he can use his ability. I can't tell you how many times he has saved me against Jund (Thrinax especially) and white weenie. He's also packed into a large package that can hit for a ton if you're having problems drawing threats. He can be pumped and takes out his blockers beforehand...swinging for 9 against an open board is really hard to pass up IMO. I guess SGC is better at stalling, but Pyroclasm/Lightning Bolt/All is Dust seems to handle aggro just fine, with Inferno coming up to clean up. Also against aggro a lot of times I find Obstinate Baloth to be lifesaving, a turn 3 blocker that gives you a turns worth of life as well...hard to argue against that.
Expanses/Wilds add versatility and explosiveness to the deck. They can seek the Forests you need early in the game and then can seek out Mountains later on. Also they give KHE 2 quest counters instead of one, making KHE more efficient. Lastly, they allow for 'deck thinning.' Basically you play them, search for a land, and now there are 2 cards out of your deck, meaning you better odds of drawing a threat (threats can be ramp spells, creatures, or even Mountains/fetches themselves. Bloodbraid is fine in the deck but if you run it you want to minimize the 'misses' through cascade and increase your odds of grabbing a ramp spell. Expedition Maps are definite misses, as is Sylvan Ranger.. KHE is usually considered a miss (though I don't suggest taking them out), Lightning Bolts are usually considered big misses, and Explores are a lot of times a misses. Ideally with Bloodbraid you want to find something that gets a land into play right away, to increase her efficiency (a 4 mana ramp spell in the form of a 3/2 with haste) which means Rampant Growth/Cultivate are ideal targets. Rampaging Baloths work pretty well, and they also benefit from having Expanses/Wilds in there.
Too many 4-mana creatures. Drop Oracle of Mul Daya, usually they just sit there ripping Mountains off your deck prematurely and revealing your draws. Replace with Rampaging Baloths, Siege-Gang Commander, or Summoning Trap. I'd rather have Ondu Giant over Bloodbraid, but since you don't have Khalni Heart Exploration or Lightning Bolt in the maindeck, it leads me to believe that's what you sacrifice for BBE, so you must like BBE. I'd really try to find a way to get KHE in here, as it has great synergy with Primeval, Harrow, and the fetchlands. KHE over Exploration Map would be ideal. I'd replace Volcanic Fallout with Pyroclasm in the sideboard. By your sideboard, it looks like there is a lot of control in your meta...if that's the case then consider All is Dust and Gaea's Revenge. I would also try to find a way to fit Obstinate Baloth in there.
Changes I'd make: Rampant Growth over Sylvan Ranger Remove 3x Forest and 1x Mountain for 4x Terramorphic Expanse or Evolving Wilds Move Lightning Bolt to sideboard, add 4x Evolving Wilds/Terramorphic Expanse Replace Oracle of Mul Daya with Ondu Giant Replace Bloodbraid Elf with a larger creature you can afford (Primeval Titan would be best, but also Avenger of Zendikar, Siege-Gang Commander, Rampaging Baloths or Inferno Titan would work) If you can get your hold on Primeval Titans, remove Expedition Maps for them (obviously difficult for budget) Sideboard Considerations: Pyroclasm Obstinate Baloth All is Dust/Naturalize/Back to Nature
Anytime mate :) Valakut is such an amazing deck, here's to hoping Scars doesn't ruin it!
No Valakut deck should be without Primeval Titan and Rampant Growth. Removal is best for sideboard.
Rampant Growth is a must, at least until it rotates out. I'd put those in and move LB to the sideboard. Oracle's are actually pretty good if you're not running Bloodbraid Elf. Consider adding Avengers, Rampaging Baloths, or Siege-Gang Commanders. If you add more creatures, consider summoning trap. Rootbound crag does not help this deck one bit. You want basic lands and fetchlands. Fetchlands count as two lands for AoZ and KHE. Take out the Crags and the Khalni Gardens and replace them with 3x Terramorphic Expanse and 3x Echoing Wilds (the 2 leftover spots can be used for creatures). If you really want to keep a Khalni Garden or two, drop a Mountain and/or an Explore, KHE, or Harrow (if you add RG). Obstinate Baloth in the sideboard vs mirror, RDW, and Blightning decks. Consider Pyroclasm and Back to Nature for sideboard as well, as you have no removal against Spreading Seas and Caress.
Birds are unnecessary, especially with Pyroclasm in there. Rootbound Crag hurts this deck, instead put some fetchlands in (Expanse and Echoing Wilds). I would drop 2 Forest and 4 Crag for 3x Expanse and 3x Wilds, then add Khalni Heart Expedition over Pyroclasm and move Pyro to the sideboard. Rampant growth is a MUST for a 2 drop. Consider Summoning Trap for consistency. Sideboard Obstinate Baloth for mirror and Blightning and such.