Zendikar deck ideas: Round 1

The land is falling!

4 Noble Hierarch / Birds of Paradise
4 Lotus Cobra
4 Sigil Captain
4 Emeria Angel
4 Rampaging Baloths

4 Khalni Heart Expedition
4 Harrow
4 Conquerors Pledge
4 Overrun

This is a little chancy and a bit vulnerable. Having said that though it can produce 12 3/3 tokens on turn 4 (6 of them at instant speed) – which seems like just enough.

You can splash red for Goblin Bushwhacker to make it quicker and I’d probably play Summoners Trap in the side board. Also considering that you can play up to 16 sac lands and are running Khalni’s and Harrow, you will probably be drawing spells for the rest of the game (if it continues).

Open to feed back.
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4 Responses to “Zendikar deck ideas: Round 1”

  1. Damien Madigan Says:

    Can you post what you think your mana base should be. And without playtesting it’s always hard to be sure but I suspect you would get alot of hands that just don’t do enough. Have you looked at [card]Beastmaster Ascension[/card]. It’s on colour and it makes your tokens big without the sigil captain. Could be good sideboard so when they side out creature hate for enchantment you could side in the sigils and keep them on there toes. [card]Beastmaster Ascension[/card] also comes out turn 2 with a turn 1 [card]Noble Hierarch[/card]. since you are bigger mana too and not normally swinging for the win until turn 5 you might want to think about Wrath, at the least harm’s way to keep yourself and key creatures alive till you can get scary board presence. I’m not a fan of [card]Khalni Heart Expedition[/card], could be used for wrath/harms spot. My 2 cents for now

  2. Steve Tuck Says:

    played some games against this with matt last night.
    the deck actually works…..strange i know.
    more often than not you thought you were winning till a bunch of tokens hit the board and overrun finished you off.
    basically every creature except hierach feels like a must kill or the deck starts to get out of hand.
    kahlni heart actually worked well in the deck….its not an acceleration card but more a landfall storage card.

    another thing that made this deck look good was the fact that my decks weren’t 😀

  3. Brendan Cousins Says:

    hmmm this is an interesting one as I have made a G/W deck with a lot of those elements (no cobras, hierarchs, Conquerors Pledges or Sigil Captains)

    But the deck has now changed to a blue/white and green deck…here it is

    4 explore’s scopes
    2 Birds of Paradise
    4 Steppe Lynx
    3 Khalni Heart Expedition
    3 Ior Ruin Expedition
    2 Sigil Blessing
    2 Beastmaster Ascension
    4 harrow
    3 Flurry of Wings
    2 Emeria Angel
    4 Overrun
    3 Rampaging Baloths

    Now obviously this deck is dictated by what I actually have in my collection but I think it has some interesting plays. Who doesn’t like attacking for 12 on the third turn with a Steppe Lynx and drawing two cards

    Turn one – Forest and Birds
    Turn two – play Khalina, plains and steppe lynx
    Turn three – play ior ruin, play harrow, sack Kahlina, play terramorphic and fetch land… bam 12/13 lynx, 2 cards and 4 lands not to bad I think. Alternatively you can play the blue flying land, soaring seacliff to send you cat to the air for 10… and this is just the early game. I sure this won’t happen much but it is fun to think about.

    Also the panoramas and terramorphics are pretty good in landfall if you are lacking fetch lands..

    Oh well enough of my tripe. I do like the landfall deck though but it is a kick ass ally deck that I want to work…

  4. Michael Wybrow Says:

    I’d think about [card]Knight of the Reliquary[/card]. It’s always going to be great in a deck with lots of lands in the Graveyard (because of [card]Harrow[/card] and the sac-lands) and it gives you another avenue to instant speed landfall!

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