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Because of the fact that we're going back to Zendikar (the land plane), I figured i'd see how many "land matters" cards we already have going into Zendikar. I looked at the obvious ones such as Zendikar's Roil, Molten Vortex, and Nissa herself and put them into a deck with an above average land count and still be viable, and I figured with lots of lands comes lots of mana, so I was easily able to fit some big guys (Dragonlord Atarka, Gaea's Revenge).
This deck is based almost entirely on cards that make your lands better than just lands, Zendikar's Roil is an all star turning every single land drop into a 2/2, let alone the fact that the effect stacks, meaning more Roils more 2/2s. Molten Vortex is also insanely powerful being able to turn your lands into shocks to either control the board or burn out your opponent late game, unfortunately having more than one in play doesn't actually do anything, therefore two in the deck seems fitting, although three would be understandable. The land ramp in the deck lets you get up to the big guys, flips Nissa, and gets you Roil tokens, and when your ramp does even more like with Atarka's command, even better. However, this deck is extremely vulnerable to early game aggression, so the sideboard is properly built the tools to potentially hold it off. I haven't gotten a chance to test it yet, but Winds of Qal Sisma seems to have potential in shutting of combat when against other midrange decks
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Wow. It's always nice when someone goes through the drudgery of making decks for Standard. I guess it keeps you from retreading the same paths. I don't really understand why you need so much land. Without mana ramp, it's useless, and with sufficient mana ramp, it seems unnecessary. True, I'm not familiar with Standard restrictions, but it seems you could cut a little land, double down on some of your mana spawn which already impressed me (at first I was thinking no way is this a functioning deck) and still leave room for some contingency cards to deal with cards like doom blade (I assume Standard still has annoying cards like that). I'll be frank, I saw that this was an unloved deck (like all of mine) and decided to phish for a bit of attention by commenting. Turned out to be an interesting deck. That's really the only problem I see. You've committed to big creatures but didn't quite commit to guaranteeing that they get out and stay out. If you like, take a look at my newest deck, From the Ashes. I could use some help on it before Wednesday.
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Yeah, drew some sample hands, felt a lack of small mana spawn for the first few turns of the game during set up. Also, add a description and user guide please. It's always nice to know where the creator was going and if we as viewers missed something.
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Ya, initially the 30 land count was just to represent the fact that lands are pretty good in this deck, even in a top deck war, your lands are either shocks or 2/2's. But I do agree seeing that many in almost any deck is going a bit overboard
I like this deck but agree with 2123827 that your running to many lands. I'd cut 4 for 4x Mystic Elves. That would allow you to play a Nissa, Vastwood Seer or Nissa's Pilgrimage on turn 2.
I would honestly love to run mystic any chance I get, but I was hoping to see how viable of a deck we have going into Battle for Zendikar when mystic leaves us
Fingers crossed BfZ has a 1 drop mana dork. As well I'm hoping and siding with the majority landfall will be making a return in BfZ which will only add very useful possibilities to this deck.
I would consider making this deck...if I had pulled nissa.