This week night I was to play three games with the new Bounce Lands deck I’ve been brainstorming on this blog.
I feared I had made an unstoppable monster, when instead I lost all three games.
Let’s go back to the drawing board!
# name Exploring Armageddon
# info May 25, 2018
# link https://tappedout.net/mtg-decks/exploring-armageddon/ TappedOut
# cuts
1x Farseek
1x Spoils of Victory
1x Knowledge Exploitation
1x Devastation Tide
1x Skyshroud Claim
1x Ranger's Path
1x Hunting Wilds
1x Concordant Crossroads
1x Kynaios and Tiro of Meletis
1x Ghirapur Orrery
1x Rites of Flourishing
1x Tempt with Discovery
1x Courser of Kruphix
# adds
1x Hour of Promise
1x Final Parting
1x Jarad's Orders
1x Anger
1x Kederekt Leviathan
1x Duneblast
1x Blasphemous Act
1x Pernicious Deed
1x Gaze of Granite
1x Sire of Insanity
1x Magus of the Future
1x Future Sight
1x Finest Hour
# 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 (25)
1x Aether Gale
1x Armageddon
1x Blasphemous Act
1x Bring to Light
1x Coastal Breach
1x Crush of Tentacles
1x Decree of Annihilation
1x Diminishing Returns
1x Displacement Wave
1x Duneblast
1x Final Parting
1x Gaze of Granite
1x Hour of Promise
1x Jarad's Orders
1x Life from the Loam
1x Razia's Purification
1x Recurring Insight
1x Reforge the Soul
1x Sylvan Awakening
1x Temporal Cascade
1x Time Reversal
1x Timetwister
1x Wheel of Fortune
1x Whispering Madness
1x Windfall
Enchantment (8)
1x Burgeoning
1x Exploration
1x Fall of the Thran
1x Finest Hour
1x Future Sight
1x Pernicious Deed
1x Retreat to Coralhelm
1x Territorial Dispute
Creature (18)
1x Anger
1x Azusa, Lost but Seeking
1x Budoka Gardener
1x Kederekt Leviathan
1x Llanowar Scout
1x Magus of the Future
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 Sire Of Insanity
1x Skyshroud Ranger
1x Tatyova, Benthic Druid
1x Walking Atlas
1x Wayward Swordtooth
Instant (5)
1x Commit / Memory
1x Cyclonic Rift
1x Heroic Intervention
1x Realms Uncharted
1x Sunder
Artifact (3)
1x Amulet of Vigor
1x Crucible of Worlds
1x Ward of Bones
Breakdown
The first game, I was one turn away from comboing out with Retreat to Coralhelm, then had a miniature stroke and wheeled it away because I was so distracted by mana-math. Discouraging, but that’s on me. Other than that, the combo of Armageddon + Heroic Intervention worked splendidly.
As for the second and third games, I was able to stall enough with bounce to resolve Progenitus, only to lose the next turn. I guess if you just bounce away your problems, they eventually come back to bite you!
We need to add some more interaction. So how can we make room?
Cutting the Group Hug
Kynaios and Tiro of Meletis
Ghirapur Orrery
Rites of Flourishing
Tempt with Discovery
If my whole gameplan is to reset the board + rebuild faster, why am I sharing the tools? I have enough of these effects duplicated elsewhere, I can afford to cut the ones that actively undermine my advantage.
Cutting the non-Bounce Ramp
Farseek
Spoils of Victory
Skyshroud Claim
Ranger's Path
Hunting Wilds
The bounce lands + draw is generally good enough, and I felt bad devoting turns (and tempo) to these spells. So far, with 10 fetches and the aforementioned draw, I haven’t really needed the fixing.
I am adding in Hour of Promise because it guarantees me two bounce lands, which can then bounce other lands back to my hand to take full advantage of the deck’s signature Exploration effects.
Upgrading the Courser
The life gain was nice but negligible, so Swapping Courser for Future Sight feels like a strict upgrade (yes, UUU is a non-trivial cost but I’m optimistic).
Magus of the Future
Future Sight
Swaps and Graveyard Tricks
After straight up losing a game thanks to my own Concordant Crossroads (mass bounce is less good when the opponents have perma-haste), I decided to swap in a Haste enabler that’s one-sided.
Considering half of my wheels discard my hand, it’s not impossible to get him into the graveyard. Still, it gave me an excuse to run these two spicy tutors:
Final Parting
Jarad's Orders
Final Parting is nice because it can setup a wheel for later via Commit / Memory. And while I was adding cute graveyard tech, I decided to swap out the least impressive mass bounce spell, Devastation Tide, for the generally more versatile Kederekt Leviathan.
Devastation Tide
Kederekt Leviathan
Lastly, since I was adding two tutors, I decided to cut Knowledge Exploitation. I’m less likely to find the big effects I want (wheels, Armageddon) in an opponent’s deck.
Adding More Answers
As noted above, the main lesson learned was that mass bounce, though versatile, wasn’t a true answer. Cutting the ramp spells opened up a lot of space, so I tried to focus on spells that would sweep the board but leave a resolved Progentius unscathed.
Pernicious Deed
Gaze of Granite
Like Displacement Wave (which is in the deck already), Penicious Deed and Gaze of Granite can answer most of the board while conveniently missing my 10-cost Commander.
Blasphemous Act
Duneblast
Progenitus’s signature “protection from everything” prevents the damage dealt by Blasphemous Act, while still allowing me to “choose” it for Duneblast. If this effect proves to be good, I can also throw in Kindred Dominance later.
Other Fun Stuff
Sire of Insanity feels like a big missed opportunity on my first pass. If the idea is to get ahead then lock out my opponents, Sire does double duty by removing any big hands I gave my opponents from wheels and then keeping them that way.
This is an experiment, to really lean on Progenitus as my win-con. It’s one of the few cards that gets around his protection to turn him into a 1-shot kill (with 23 Commander damage).
In Conclusion
We shall see if the mix of less Group Hug, more answers, and little bit of tutoring will be enough to make this deck competitive.
Until next time, happy brewing!