Modern Land Company!

by vampgaara on 28 March 2016

Main Deck (60 cards)

Sideboard (15 cards)

Instants (4)


Enchantments (6)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

When I first started magic i thought dragon master outcast was the coolest card ever, then as time went on i realized his weakness was much higher than his strength. Then collected company came out and i realized, I can coco at end of turn and next upkeep he or scuttle mob. best part is they continually trigger. using creatures you can hit on coco as well that land boost it combo's pretty fast. Note: before anyone says some suggestions remember that lands need to be ON THE FIELD so anything that fetches lands to hand is hard to incorporate also it has to be on a body which also has to be cmc 3 or less for coco. Give some honest feed back please and before you ask, yes this beats eldrazi #hype

How to Play

Plays and Uses of cards!

A usual deal is to play coco on turn 3 on your opponents turn so you have a higher chance of hitting scuttle mob or Dragon Master Outcast(DMO) on your next upkeep giving you at minimum 5 power on your upkeep turn 4 with more on the way. sylvan advocate is also a pretty good hit as well cause hes almost 5 powers but he also has vigilance so i feel that makes up for the 1 power difference. Not hitting a coco? Ranger of Eos is a slower route but your going to get your choice of Scuttle Mob or DMO (or the combination of both) which as 1 drops pack a powerful punch if they can stay on the board. Nissa as a creature is a bit of a grey area, mostly cause her land goes to hand, i tend to play her with my land drop already played with 6 lands and coco at their eot or even in response to a kill spell and try to hit things like Farhaven Elf or Sakura Tribe Elder and force a flip. Meanwhile Nissa, Voice is a slower route but putting out 0/1's > +1/+1 counters. Why? Well because chord of calling! Also with very little mobs in modern having trample right now its nice to just have a grunt to throw away while your scuttle mob becomes a 17/17. To be honest your not going to have a lot of creatures on field till about mid game anyway and its just not worth dropping it when her ult is more than just a hand refill. Also post board, Helps trigger Blasphemous Act for quicker field wipes against pesky aggro/Tokens. Onto Glittering wish. VERSATILITY! i can not tell you how many times a simple glittering wish has given me the opportunity to MASSIVELY affect the first game. game 1 and your up against storm? Ruric Thar (Lok Tar Ogar) is basically saying you win the game, same against a MULTITUDE of modern decks. Running against a more mid range deck like jund? or even Zoo? New omnath is your go to. Say you have a big scuttle mob? swing and he gets pathed? with omnath path to exile is just another 5/5 that blows up for 3. Okay onto the next section!

Cards that DID NOT WORK (before you spam chat asking why their not there.)

1. Rubblehulk- This card was in the original deck list back when the deck was only red green. Reason i removed him is because this deck isn't really about getting a million mana on the field, most games your gonna end with about 7-8 lands on the field. while a nice blood rush for that much dmg is great! your better off playing the delve +6/+6 cause your not gonna get much out of him and he just sits in your hand.

2. Primeval Titan- This card was difficult, He was great cause he could pull me a kessig and even man lands and still be beefy but when you have the mana for him, your going to find yourself (much more than just often) having better, more versatile plays and responses compared to just throwing down a beefy boy who can be countered or killed, wasting your turn instead of playing a nissa, fetching a land, transforming her, dropping a coco at their eot or when their tapped out to get a scuttle mob and a DMO and just go ham on ur next turn. While i did enjoy him he just kept the deck slightly slower.

3. Rampant Growth- Not a creature. (But VampGaara you have Search for tomorrow and its not a creature le derpity derp derp!) while its a decent search the deck already has a noncreature search for less mana and it also has a search FOR THE SAME MANA AND ON A MAN! its called sakura tribe elder. Thank you and GOOD DAY!

4. Ground Assult- Sounded like it was worth it, but sorcery is just too complicated, want more removal? get more paths.

5. Azusa, Lost but Seeking- Umm your remember when i said lands needed to go to feild? Your not gonna have a lot of lands in hand. Kinda the bottom line.

6. Atarka's Command- Look at number 5 and read why we dont take nissa voice -2.

7. Explore- *sigh* No.

Cards You Should Consider!

Knight of Reliquary- I actually used to run this in main board, Its a good card and their are ALOT of synergies with the deck but in the end it was just bulky and i never wanted to actually attack with it just use it for its ability but your own alterations could really set it above where this deck is at right now and its a great card!

Luxadon smiter- I mean why not?

Wood elves- I actually tried this and used duel lands and it went semi'smoothly because with the new slow lands it was nice to have a cinder glade pop up untapped but its also hard when you NEED a specific color and your sol cause someone already blew up that duel land with a ghost quarter. But its still a good pick in my opinion.

Avenger of Zendikar- Yes its in sideboard but most games i tend to board it in and its never really a BAD card for this deck but it also has the same issues at the other 6-7 drops i had to pull out e.g. Prime time, Rubblehulk. I have 1 in sideboard but its mostly for a chord of calling trigger maybe you can make this deck more token based and use more chords? idk but its always useful.

Ulvenwald Hydra-A interesting blend of RubbleHulk and Primeval titan with reach its kinda nice, and I'm excuted to try it out at some point but I don't have high hopes for it.

Birds of paradise- *sigh* well... No, but also yes, this deck lacks turn 1 mana acceleration but at the same time its not putting lands on the field which is how the deck works so ... meh.

Overall i think the deck has a powerful synergy and it does well in a modern setting, i play it ALL THE TIME and its got a pretty good win rate but of course it can always use more from other players so let me know what you think and I would love to hear some suggestions!

Deck Tags

  • Modern
  • Land
  • Competitive
  • Naya

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

500538

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Modern Land Company!

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