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A deck that I have resently developed for Borborygmos Enraged and Treasure Hunt. Based around keeping a hand of 15+ lands and discarding for Borborygmos Please note: This was made out of cards that I had on hand. I am still missing 1 Borborygmos, 2 Reliquary Tower and the Quicksilver Amulets. I am also a casual player who can't go out and buy a lot of cards
Drop something like Reliquary Tower fast, then get a massive hand with Treasure Hunt and use Quicksliver Amulet to play Borborygmos. Then discard X lands to deal 3X damage where X is a number so great that they rage-quit on life
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Dang! I've seen this before ..... but not as developed ...Fear the $2 deck!
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Yeah. I based it off an older design of mine that didn't look that good. It works pretty well too, but I am still missing 1 Borborygmos and 3 Reliquary The worst part is the fact that it's under $20.
Man ... you have seen the 2$ deck northy made, right ... Borborygymos is amazing!IF you had a bit more cash, would you consider courser of kruphix or oracle of mul daya?
Yes and no... The idea is lands in the hand while the land on the field is a good idea I'll sideboard Kruphix for now
No ... I mean, you could benefit from something allowing you to play more than one land a turn ... like fastbond. On turn 3 you could have Borborygmos out.
Although the deck needs ramp badly, and playing multiple lands is the best way to go about it... Fastbond is so broken it's restricted in Vintage
Lol. Oh well ... it was worth a shot.
guys go see my new deck heliod's army #tokens
what about summer bloom?
I've now added some into the SB
Otherwise this is definitely a dangerous deck, but I just wonder that can this keep alive against aggro deck until you have a chance to play Borborygmos?Also, now I want to create Borborygmos Enraged EDH...
Surprisingly, it has worked up against a B/W Heroic but only just in some cases
Wait, that's R/W Heroic... Wrong colour
northy that could be a fun edh I want to see it
Creeping renaissance for edh borborygmos enraged deck.
Also burning tree emissary, rubblebelt raiders, deus of calamity, voyaging satyr and nykhos help massively with mana ramp in that kind of deck. Have a modern deck using that combo.
Agreed. Ramp is good for Mr. Borborygmos ... he costs a tad more than the other awesome guild leaders ... like rakdos, lord of riots and lasav, dimid mastermind.
6 acceleration spells in a 60 card deck to drop an 8-drop? Seriously?On turn 6- I know I haven't done anything yet this game, but I have you now! ~Countered~Add Desperate Rituals and Through the Breach. Or just Through the Breach. Or Summer Blooms. Or Azusa. Or something
I have tried it with more mana rampers and it doesn't work as well with Treasure Hunt. If you have an idea for something that makes more mana than Zhur-Taa, then please let me know! Believe me, it works pretty well
What turn do you normally get a Boryborygmos out? And have you tried playing against any kind of reactive deck?
I've versed R/W heroic since I made this revised version. He normally makes an appearance in turns 5 to 7. The problem that I've had with this deck with more ramp, is that I can't use Treasure Hunt effectively and I conly reveal about 3-5 cards at a time. I then have less lands to discard and ultimately loose
I understand that. The best way to ramp for the least amount of deck dilution is a card that lets you play multiple lands per turn. The very best is Azusa, but I understand this is a budget deck. However without this type of effect the deck is really not going to run smoothly. Journey of Discovery, Summer Bloom, Fertilid, and Hunting Wilds all come to mind. These would be played instead of the mana ramp now.Also that must have been a terrible R/W heroic deck if it couldn't win before then. You literally have no interaction until you finally drop Bory other than 2 life off of Verdant Haven and 2 copies of Fog.
That deck is designed for a Prince (Peasant) League and there wasn't much heroic or playing being done. This was also done using cards that I had at home in about 10 minutes
Would urban evolution help at all? Getting the draw as well as playing that extra land. Btw my friend built a borborygmos enraged edh deck. Will get the list off him if you want to look for ideas. Cool deck btw.
Surprisingly, this deck loses pretty easy. I should know! I beat it frequently!Nothing against the deck. Just saying.
YOU haven't versed this deck yet!
May I remind you of those 2 games we had with my Leaders of the Pack?Where you got completely destroyed? (Good times)Oh, yea- World 6 Boss on Boshy!
That never happened... I have only versed your Leaders of the Pack with MY Leaders of the Pack And congrats.
Course you forget when I beat you. Only you.
Hahaha
I don't remember because it never happened
The mind of someone who lost?
Seismic Assault could be a better replacement for Borborygmos Enraged. It would be faster to play plus, it could start damaging before Borborygmos Enraged hits play.
He's right. Do consider it.
Both could work. Is there something that it could replace in here? I would like to have both in here
I would say being a budget deck, I would take out Verdant Haven for Seismic Assault and then run four Evolving Wilds for basic mana search, it would also help thin out the deck for better draws, only downside is they come into play tapped. You could also maybe run Satyr Hedonist instead of Zhur-Taa Druid for sacrificing to play Seismic Assault easier or Borborygmos Enraged for the additional three mana for it's casting cost.
He could work faster... What if I run 2 of each?
would definitely work better with fetch lands
Is everyone ignoring the "lands in the hand" part of this deck? Or is it just me?
fetch lands will work for enraged ability but before u get him out they will help make sure you have the right colors
Theoretically, I have all the types of land I need thanks to Treasure Hunt... But I can add them in for the 1/500 game where I don't get that land
It's Okay Sorin ... a lot of people on the vault seem obsessed with fetchlands. I've got SO many comments, even on decks with excellent mana bases. Unless it's a mono-colored deck, someone suggests I add fetchlands.Personally ... I think a better option for getting the right mana might be running a blue/red version of this deck, minus Borborygmos and with Seismic Assault. Two colors would ensure you get what you need, but ...... Treasure Hunt and Zhur-Taa Druid seem to solve most mana issues you would conceivably have.Gruul Turf and similar cards might be a good choice for this deck, since they result in no tempo loss if you play them on tapped lands, and give back a basic land for sacking.
fetch lands don't just fetch land in a 60 card deck they also thin your deck by 2 cards every time u pull 1 that helps u get the cards u want w/o getting to much land
Hmm ... so they help fetch the specific land you need. And they also slightly increase the chances of getting a non-land card, since 1 more card than normal is taken out of your deck.On the other hand, most fetch lands bring in tapped lands (that's a loss of tempo). Also, the best time to use them is after you are assured of having the lands you need ... and in the meantime, fetchlands aren't the best at producing mana themselves.Certain abilities benefit from fetchlands (landfall, etc.) and certain abilities will screw them over (ob nixilius, archive trap, etc.).Overall, I think it is mostly a matter of preference whether one uses them or not.This deck is one that could truly benefit from them, since there are so many lands. They could also serve as cannon fodder for Mr. Borborygmos or Gruul Turf (latter not here yet).
Fetch lands thinning the deck to help card draw is already proven a myth as it doesn't increase your odds by any more than 1% till turn 16. The ONLY reason to run fetches is to help with mana fixing, which this deck def can use...
Hmm ... so the thinning is so slight it doesn't truly matter. Not surprising.If I was to mana fix ... I would bring some abundant growths, and a whole load of gruul turf and company. Those lands tend to to cost much, and they have the added benefit of bouncing a land back to one's hand ... perfect fodder for Mr. Borborygmos.
Since this is a casual deck it doesn't matter. And statistically, yes it only increases card advantage by a percent or so, however, I can't tell you how many games I've lost simply because I kept top decking land when what I needed was literally anything but more land. The numbers seem miniscule and math certainly doesn't lie, however if I play three fetches on turns 1-3, boom, that's 6 land gone from my mana base in my deck and odds are good that I will get what I need. Numbers don't lie, but neither do the hundreds of games I've grinded out playing both with and without fetches.After all, we're only human and there is such a thing as luck of the draw. Fetches, the ones that bring land in untapped, are good in every format they're played in because of that reason. Fixing mana like crazy and adding card advantage.Mathmatically the numbers are so low as to be completely irrelevant, however, based on personal experience I can tell you that the impact is actually much larger than you might think.That being said they are insanely expensive and are completely unnecessary for this deck.
I would like to maybe move it on eventually, but Fetchlands are next to useless in here... While people are OBSESSED with me getting lands on the field, that's the EXACT OPPOSITE of what I want to do. I wan my lands in my hand so I can discard them for Borborygmos! It is rare for me to not have a land that I need, and the moments I do, I have Treasure Hunt to deal with it.
That's exactly why gruul turf is awesome here! Those cards are dirt cheap (because people hate on them) and are amazing here.
Have you considered Abundance? Could help you find a Fog or Treasure Hunt in a pinch
Soothsaying might be good too
Hey wolves in snow! Long time no see!
And yet again a deck that runs the plain Fog instead of one of the other really good variants. In this case I would strongly recommend either Moment's Peace or Constant Mists.Verdant Haven should probably be Overgrowth.Zhur-Ta Druid should probably be Werebear.
And Borborygmos should probably be Seismic Assault.
yes but then you would have a straight combo deck and I doubt he wants that.
The deck was designed for Borborygmos!
Overgrowth could work... I'm using Verdant because that's all I have at the moment
Whoops ... forgot to add a sarcastic smile there ....
I feel like Explore is your friend.
Really? Then why hasn't NASA launched a manned mission to mars yet? XDDon't worry, I know it's not really NASA's fault. Congress makes the budgets (and cuts funding to projects), but nobody seems to point fingers at them ...Aside from that ... explore would be a good idea here.
Yeah. I'm seeing it in the SB though.
The sideboard isn't for cards that *maybe* should be in the deck. Cards either are in or out. Sideboards are for cards that beat a certain match-up, or cards that replace main-board cards that are bad against a certain match-up. They are always chosen with a specific deck or class of decks in mind. I think Explore should either be main or not at all.
What about Dragon Arch? would allow you to put out Borborygmos for 2 instead of 8. And agree with Overgrowth instead of Verdant Haven. Otherwise, I really like the idea behind this deck! +1 from me
I don't understand why you use Verdant Haven for example... ...what does it do for you other then lowering the chanse of getting Borborygmos??
Fixes colors and mana ramps. Verdant haven adds one of any color in addition to the mana added by the land.
For 3 mana, I gain 2 life and a land producing 2 mana Therefore, more lands in hand = bigger Borborygmos damage
Since the Haven only produces a single mana and could have been a land, too, there really is no advantage besides the 2 life and some acceleration because it doesn't cost a land drop. However, that's a small gain. Too small considering that youa) risk that you lose 2 cards at once if the opponent takes out the landb) you stop a Treasure Hunt if it runs into a Haven <= This, btw, means FEWER Borborgymos damage!Same is true for the Druids. Of course, in order to get Borborgymos into play you have to have some mana acceleration. But it should produce more than one mana or have other uses as well. That's why I suggested Werebear and Overgrowth.
Puschkin is totally right...
He generally is ...
This deck seems pretty terrible. I don't think this could win against anything.. Your just not doing anything for turns and turns untill you can TRY to cast a Borb... I'm not sure what suggestions to give, because this thing needs A LOT of work..On the other hand, I had been playing a deck utilizing Borborygmos a while back in Modern with decent success. http://www.mtgvault.com/alleywayjack/decks/modern-ooze-reanimator/It's a completely different take on breaking Borborygmos, but it actually works really well.
Casual decks do that sometimes.
Yeah i guess. I mean, i play casual with some of my buddies who aren't into competitive/ tournament magic and we all have great games. No one builds, or tries to play decks that literally do nothing for 5 turns. That just seems silly. I guess a gimmicky idea is cool, but this just isn't thought out, or effective at all.I'm not trying to be rude.. but i guess i'm probably coming off like an asshole. I don't know. Oh well.
Happens. A few people have already suggested seismic assault and a couple other things, which would make the deck somewhat viable. It's just an idea of playing a big dude and discarding your hand to win.
Why not play seismic assault as well? I don't know.All I know is that this deck seems slow to me, and I play white angels. That's a problem.
I'd now like to point out several things about this deck that everyone seems to be forgetting: 1) This is a deck for Borborgymos Enraged and Treasure Hunt 2) I need my lands in the hand. No point suggesting stuff like Fetchlands when you should be saying stuff like "Replace Zhur-Taa Druid with Llanowar Elves" 3) If you really want to see a Seismic Assault version, HERE IT IS! http://www.mtgvault.com/s0rinmark0v/decks/groundbreaking-discovery/ I am just getting a little tired of reading "Take out Borborygmos" and "Add Fetchlands" and "You need this that says play extra lands". While the extra lands on the field may get Borborygmos out faster, that's 3 damage that I've lost. There is a reason that there is a "Read the Description" and "How to Play" on these decks. It is for people to go: "Oh, that's what the deck is about" not for people to ignore and completely change what a deck is about
You only need to discard 7 lands to kill. I think playing extra lands in a turn, in a 40+ land deck is gonna be ok.......
Not my point. The games I've had. I struggle to have the required lands (maybe because I only own 1 Reliquary Tower...) to win. And lands on the field may not help me at the moment
I completely see your point, and yes I did read Deck Description and How to Play. I just thought that Seismic Assault could be an added bonus before Borborgymos Enraged hits the field for creature removal, damage and whatnot. I do like how the deck is set up but, an idea I could give you is defense is always key so, maybe add some lands that add as creatures incase of fast games such as: Mutavault, Faerie Conclave, Treetop Village, Dryad Arbor, and Raging Ravine, tried to keep it with the colors you are running. They could help out with damage, blocking if needed and being lands still can feed to Borborgymos for the three damage when discarded.
I didn't think about that... How many of them are dirt cheap? They would make a nice alternate win-con.
Faerie Conclave, Treetop Village run a couple bucks. I think Dryad Arbor and Raging Ravine are between five to six. Mutavault is still the pricey one there is also Khalni Garden tosses out a 0/1 its cheap. There is also cards such as Halimar Depths (scry 3 land), Quicksand (kills small attacking creature), Sejiri Steppe (adds white but, protects Borborgymos Enraged that turn from color of your choice) these lands are all pretty cheap as well in price.
They are suggesting fetch lands because you are running a 3 colour deck with just basic lands that that needs both blu eand green man as early as possible.Also, whether you fetch them or not and whether you play them within 4 or 7 turns, you WILL need 7 mana to cast Borborgymos! That's 7 lands in play or a mix of land-substitutes like Haven or your Druids. And as long as those substitutes produce a single mana, it doesn't really matter if they are lands or not. 7 cards are seven cards, dude. And to combat that you need mana sources that produce more than one. Could be lands as well. Have a look at Sandstone Needle and Hickory Woodlot.
Just for fun, fill in the gaps for me:When I was doing acid, ___ turned into ___. Upvoting the funniest ones you come up with!Go here for more - http://www.mtgvault.com/princecooshie101/decks/cards-against-humanity/
Justin Beiber turned into Hello Kitty giving birth to two midgets shitting in a bucket
Dude! That reminds me of my awesome trigonometry teacher.Sine(x) = Opposite/AdjacentCosine(x) = Adjacent/HypotenuseTangent(x) = Opposite/Adjacent... and the mnemonic device ...Some Old HippieCaught Another HippieTripping On Acid
I hate math, but THAT is GOLD!
We need more things like that! HokeyPokey; Oh, the Pathfinder game is underway. I've posted up the first bit, Wildrceth
On it. It appears we are in a bar ... and I have 20 gold to spend. We know what that means ...
Correction. YOU are in a bar. Collamus is in the School of Arcane Arts, studying like a good wizard
Sweet. No elvish egghead around to spoil things. Though one has to wonder what quantity of scholarships enticed an elf to learn magic from humans.FYI, a talkative elvish archmage would be the most insufferable companion ever. Of all time. It'd be like having the Eldar as allies.
Collamus is human... But I do see your point. Up-tight elves are the WORST
Collamus is human ....... oh, we might have a chance at getting along then. I mean, have you seen some of those freaks at Hogwarts. I'm golden compared to a half-giant. :)
Hey s0rin .... I have magic powers too.http://www.mtgvault.com/knightofthehokeypokey/decks/budget-magic-powers/
Alright, please hear me out.I do not think fetchlands are much good here, but please consider Gruul Turf.
I'm a little confused on the deck to be honest, would you mind explaining it a bit better? Also which turn does your combo come down because it seems too slow to compete against modern decks. If you have a moment feel free to check my new modern deck out, its U/W/R tempo and really looks good fun! http://www.mtgvault.com/gothy/decks/uwr-get-wrecked/
Get Borbor out, play Treasure Hunt, discard all the lands you draw and hopefully deal enough damage to kill. It's straight forward.
oh just thought it would be a swifter combo
Maybe consider Elvish Piper, Quicksilver Amulet, or Sneak Attack to cheat the Borborygmos out. You need a way to get him faster since that is your only win condition.
What is Prince/Peasant league anyway? If I had a better understanding of the format I might be able to suggest more relevant cards.
Peasant/Prince is a deck made out of only commons and uncommons iThe league part is a posting of match-ups between ALL competitors, similar to a tournament round-robin
How are you playing borby then? He's mythic?
I'm not. For the Prince League I'm in, I'm using a B/W Constellation/Life switch deck that works really well: http://www.mtgvault.com/s0rinmark0v/decks/taxes-of-nyx/
Well in that case, as a casual should 4 fastbond and 4 gush.
Done some remodelling to make the deck faster! The main focus now is to lay Quicksilver Amulet to play Borborygmos
There we go, that's a change I can get behind.
Thank you to berndtoast for the proposed change!
I would run Polymorph and then four Khalni Garden, Faerie Conclave, and Treetop Village instead of Quicksilver Amulet. Then playing Polymorph sacrificing Faerie Conclave, Treetop Village when activated as a creature or the 0/1 plant token produced by Khalni Garden. This would search and play Borborygmos Enraged, being as he is the only true creature in the deck.
Feel free to do that in your own version!
Done!http://www.mtgvault.com/clockworkcopper/decks/borborygmos-on-a-stick/
Now, I'm gonna have to brew my own version.
WHAT HAVE I DONE?!?!?!?!?!
http://www.mtgvault.com/imfromnasa/decks/bobopolyabundrmorphanceygmos/There we go. Keeping it Modern. I'll make the SB the legacy version.
@ s0rinmark0vYou have begun the inevitable ... the creation of decks to put all the guild leaders on a stick ...
Shit.
One thing I noticed doing some sample hands, it's pretty rare that I got an amulet, borby , and a treasure hunt by turn 5. So to increase the odds, I would suggest abundance. It will basically allow to you to fetch a non land every turn. Either that or Ring of 3 wishes.
Also, have you considered scouting trek? Seems interesting.
the draws r hella clunky but when it works, u win.
Wow ... might want to work on the clunky factor then!
I love the deck idea.I think Polymorph + Man lands / Khalni Garden would get you your Bobo much faster than Quicksilver Amulet. It has the added advantage that you don't actually need to draw Bobo and you could occasionally chump block.Alternatively you could just go for a regular casting of Bobo with 4 Summer Bloom (cut fog and amulet).T1: landT2: land, Summer Bloom, 2-3 land, Treasure HuntT3: land, Summer Bloom, 2-3 land, Treasure HuntT4: Cast Bobo
Dang, that takes a while!
Quicksilver amulet costs 4 to cast and 4 to activate. The earliest the existing deck can get out Bobo is turn 5 and it's vulnerable to artifact removal.
I have almost never versed Artifact removal. For a more tournament play, I would add that land that gives you a 0/1 creature and Polymorph
Khalni Garden
That one.
You could put exploration
A Kessig wolf run
said it before ill say it again.....Abundance.....
This deck is a one-hit wonder, right? Because it is easy to end with one well-placed spell, and pretty clunky.Quicksilver amulet it pretty amazing.I still think you should add gruul turf.
Yeah. I was thinking about using ALL of those types of lands. Well, on here anyway. Gruul Turf, Simic Growth Chamber and Izzet Steamworks?
He comes the pain train. ;).
Done. It was actually Izzet Boilerworks
Oracle of Mul Daya and Primeval Titan could be good in this deck as well as Evolving Wilds.
Actually Evolving Wilds wouldn't be good but with the lands that return lands to your hand you could use Oracle to play the top two cards of your library if they are lands then Primeval Titan to bring out two more lands to return the two from Oracle and get an additional 4 mana and two lands for discarding in your hand each turn