Last night I got to try the Karoo / Jodah deck I highlighted last week.
After taking complete control of the game and drawing my entire library in one turn, I realized I hated the deck!
# name Exploring Armageddon
# info May 11, 2018
# link https://tappedout.net/mtg-decks/exploring-armageddon/ TappedOut
# cuts
1x Jodah, Archmage Eternal *CMDR*
1x Candelabra of Tawnos
1x Frantic Search
1x Constant Mists
1x Natural Balance
1x Treachery
1x Decree of Pain
1x Garruk Wildspeaker
1x Dread Cacodemon
1x In Garruk's Wake
1x By Force
1x Decimate
1x Merciless Eviction
1x Wargate
1x Fabricate
1x Time Spiral
1x Trinket Mage
1x Balancing Act
1x Fact or Fiction
1x Painful Truths
1x Summer Bloom
1x Broken Bond
# adds
1x Progenitus *CMDR*
1x Coastal Breach
1x Concordant Crossroads
1x Aether Gale
1x Displacement Wave
1x Devastation Tide
1x Crush of Tentacles
1x Reforge the Soul
1x Timetwister
1x Wayward Swordtooth
1x Recurring Insight
1x Decree of Annihilation
1x Time Reversal
1x Commit / Memory
1x Diminishing Returns
1x Temporal Cascade
1x Knowledge Exploitation
1x Heroic Intervention
1x Sylvan Awakening
1x Rampaging Baloths
1x Armageddon
1x Notion Thief
# deck
1x Progenitus *CMDR*
Land (40)
1x Arid Mesa
1x Azorius Chancery
1x Badlands
1x Bayou
1x Bloodstained Mire
1x Bojuka Bog
1x Boros Garrison
1x Breeding Pool
1x Dimir Aqueduct
1x Flooded Strand
1x Golgari Rot Farm
1x Gruul Turf
1x Halimar Depths
1x Izzet Boilerworks
1x Krosan Verge
1x Marsh Flats
1x Misty Rainforest
1x Orzhov Basilica
1x Overgrown Tomb
1x Plateau
1x Polluted Delta
1x Rakdos Carnarium
1x Savannah
1x Scalding Tarn
1x Scattered Groves
1x Scrubland
1x Selesnya Sanctuary
1x Sheltered Thicket
1x Simic Growth Chamber
1x Skyline Cascade
1x Stomping Ground
1x Taiga
1x Temple Garden
1x Tropical Island
1x Tundra
1x Underground Sea
1x Verdant Catacombs
1x Volcanic Island
1x Windswept Heath
1x Wooded Foothills
Sorcery (27)
1x Aether Gale
1x Armageddon
1x Bring to Light
1x Coastal Breach
1x Crush of Tentacles
1x Decree of Annihilation
1x Devastation Tide
1x Diminishing Returns
1x Displacement Wave
1x Farseek
1x Hunting Wilds
1x Knowledge Exploitation
1x Life from the Loam
1x Ranger's Path
1x Razia's Purification
1x Recurring Insight
1x Reforge the Soul
1x Skyshroud Claim
1x Spoils of Victory
1x Sylvan Awakening
1x Temporal Cascade
1x Tempt with Discovery
1x Time Reversal
1x Timetwister
1x Wheel of Fortune
1x Whispering Madness
1x Windfall
Instant (5)
1x Commit / Memory
1x Cyclonic Rift
1x Heroic Intervention
1x Realms Uncharted
1x Sunder
Creature (16)
1x Azusa, Lost but Seeking
1x Budoka Gardener
1x Courser of Kruphix
1x Kynaios and Tiro of Meletis
1x Llanowar Scout
1x Mina and Denn, Wildborn
1x Muldrotha, the Gravetide
1x Notion Thief
1x Oracle of Mul Daya
1x Rampaging Baloths
1x Ramunap Excavator
1x Sakura-Tribe Scout
1x Skyshroud Ranger
1x Tatyova, Benthic Druid
1x Walking Atlas
1x Wayward Swordtooth
Enchantment (7)
1x Burgeoning
1x Concordant Crossroads
1x Exploration
1x Fall of the Thran
1x Retreat to Coralhelm
1x Rites of Flourishing
1x Territorial Dispute
Artifact (4)
1x Amulet of Vigor
1x Crucible of Worlds
1x Ghirapur Orrery
1x Ward of Bones
Breakdown
Piloting the deck, and seeing essentially the best possible game, I realized three core problems:
- No win condition. I thought I had something, like a Psychosis Crawler to combo with the Tatyova, Benthic Druid, but after drawing my whole deck and generating 40+ mana, the best/worst I could do was cast Windfall with my giant hand to murder-suicide another player
- Really long solitaire turns. I’m going to blame this on the “untappers”, which really complicated the mana math. Even though they’re clearly good for my deck, I’m looking to remove them + similar cards to reduce the amount of play decisions
- Mana flood. Early on, I accomplished a nice one-sided lockout by casting Cyclonic Rift and Sunder in the same turn. As hoped, I was able to dump my lands back in quickly, only to discover that I had literally no other plays for about 5 turns. I nearly killed one player with Jodah, but we should be able to do better
All of my changes seek to fix these problems. In broad strokes, the solutions are:
- Swap Jodah for the efficient win condition known as Progenitus
- Remove all untappers and tutors (except for one card that I’ll explain below)
- Add all the wheels and any big draw spells to make sure I don’t flood out
Cutting the Untappers
Frantic Search
Treachery
Time Spiral
Candelabra of Tawnos
Garruk Wildspeaker
These cards are strong, no doubt. But they inevitably create longer turns and mana math, and their impact besides ramping is either minor or not in line with the deck’s strategy (except of course Time Spiral, but I’m trying to take a hard line here).
They are also the only way for my deck to generate net positive mana the turn they’re cast, versus Exploration-type cards that are usually an investment and at best break even. By removing them, I will more reliably have finite mana and actually end my god damn turn.
Cutting the One-Shot Explorations
With the addition of Wayward Swordtooth, I’m at 14 land acceleration cards. I don’t think I need these. Summer Bloom has the same “net-positive mana” problem I was trying to avoid above and Broken Bond is too low impact to justify when I don’t need the land ramp.
Adding more Wheels / Big Draw
Reforge the Soul
Timetwister
Time Reversal
Commit / Memory
Diminishing Returns
Temporal Cascade
Pretty straightforward. I dump my lands, use the aggresive ramping to dump my hand, then wheel. Keep going until I can remove everyone’s board + resolve Progenitus in one turn.
I was originally shy towards wheels that reshuffled my graveyard, considering how much graveyard land recursion I run. But a card like Crucible of Worlds is good enough with a single fetch.
Recurring Insight
Knowledge Exploitation
Notion Thief
There are only so many wheels. Recurring Insight isn’t a wheel, but it’s most efficient “big draw” spell, and I can assume my opponents have healthy hands given how many other wheels I run. Knowledge Exploitation is essentially another wheel, since at least one person in my playgroup is usually running either Wheel of Fortune or Windfall.
Lastly, Notion Thief is just too tempting with all these wheels going around.
Cutting the Tutors
Wargate
Fabricate
Trinket Mage
With all the wheels, I should be seeing enough of my deck such that tutoring isn’t really necessary. Yes, I’d like to see Amulet of Vigor in every game, but I’m also okay with my deck playing a little differently each time (I already have an absurd amount of redundancy elsewhere).
Note: I am keeping Bring to Light, but only because I view it as another wheel.
Cutting the Medium-sized Draw
Fact or Fiction
Painful Truths
These are just outclassed by the wheels. Painful Truths is especially mediocre without Jodah giving it pseudo kicker.
Adding Mass Bounce
Coastal Breach
Aether Gale
Displacement Wave
Devastation Tide
Crush of Tentacles
The most reliable way to reset the board is mass bounce. It hits everything but lands, whereas even cards like Planar Cleansing fail to answer Darksteel Ingot or Purphoros, God of the Forge.
My few permanents that would get bounced are Exploration effects, and are cheap and quick to replay. Mass bounce also becomes permanent “removal” when I can line it up with a wheel.
Cutting the Old Removal
Decree of Pain
Dread Cacodemon
In Garruk's Wake
By Force
Decimate
Merciless Eviction
These just cost more and/or do less than mass bounce effects. Remember, I’m no longer getting the discount from Jodah, so that whole line of the thinking from the last article is moot.
Cutting Dead Weight
Constant Mists
Natural Balance
Balancing Act
If this deck is as oppressive as I think it is, I really don’t need to bother with Fog effects, regardless of how good they are.
I was excited about the semi-resets in my previous article, but I just ramp out way more lands than I expected. The constant resets make both Natural Balance and Balancing Act hurt me more than it hurts my opponents.
Add More Land Destruction
Armageddon
Decree of Annihilation
Now that my game plan is explicitly “reset + threat”, it’s good to have more of these. Decree of Annihilation is there more for the cycling, but I could see casting it too if it’s endgame.
Heroic Intervention
Sylvan Awakening
Given that I have more land destruction, why not try to make it completely one-sided? These are an experiment, and will be quick cuts if they don’t line up or feel too “win more”.
Add More Win Cons
Concordant Crossroads
Rampaging Baloths
I’m quite happy with my Progenitus plan, but just in case, I added these two cards to potentially end the game in one turn.
With just one bounce land still in hand, Rampaging Baloths gets a 4/4 for each land drop I have (make the bounce land bounce itself). Last game, I got up to around 8 land drops. And like Tatyova, Benthic Druid, it goes infinite with Retreat to Coralhelm + Sakura-Tribe Scout (or it’s many functional reprints)
Other Thoughts
You may think Jokulhaups and Obliterate are obvious includes, but I’m not thrilled about hard resets that miss enchantments and planeswalkers. Should I struggle to rebuild my mana, something as common as Ghostly Prison can stop my win-cons completely.
I plan to replace Rampaging Baloths with Omnath, Locus of Rage (or maybe run both) as soon as I get my hands on a copy of the latter.
In Conclusion
I’m excited about the changes I’ve made, but I’m also very worried that I’ve made a degenerate, uninteractive, and too-villanous deck. We’ll see.
That said, at least now the games should be mercifully shorter!
Until next time, happy brewing!
Update
Read about this deck’s continued evolution/devolution in its new changes post.