Of Land and Sky (budget)

by Tether on 26 June 2014

Main Deck (60 cards)

Sideboard (3 cards)

Sorceries (3)

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Deck Description

Fathom Mage + Sunbond + Horizon Chimera...
...is the main combo, limited only by the number of cards in your library.

As much as I love Simic, white's too powerful to leave out. Fleecemane Lion and Elvish Mystic are great early game without being pointless to play later game.

I tried to make this as 'budget' as possible (<$30).

Of course, change lands as you see fit, though it might cost you the 'Standard.'

U/G | Hinterland Harbor, Breeding Pool
W/G| Sunpetal Grove, Graypelt Refuge, Temple Garden
G/W| Glacial Fortress, Sejiri Refuge, Hallowed Fountain

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Courser of Kruphix would also be fantastic, but not budget.

How to Play

Plenty of combos.
Use 'em.

Deck Tags

  • Bant
  • Combo
  • Standard
  • Help

Deck at a Glance

Social Stats

6
Likes

This deck has been viewed 1,655 times.

Mana Curve

Mana Symbol Occurrence

19180022

Card Legality

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

Deck discussion for Of Land and Sky (budget)

It looks like you have two different styles of deck here. One is a beatdown, using Fleecemane and Loxodon to hurt the opponent early. This kind of deck probably doesn't need acceleration or walls, and is very fast.
The other is combo, using your 3-card combo and Divination, Walls, and acceleration to get out your combo as quickly as possible.

Both of these are solid deck types, but it looks like you're stretching too thin. I would imagine, as is, you would t1 get your acceleration, then as you play Fleecemane and Loxodon, your acceleration is not helping very much. OR, you'll accelerate to get your combo, and these zoo-style creatures will be in your way not helping you get to your combo.

I think, if you want to focus on the combo, you should take out the zoo and replace them with a little more mana ramp, and a little bit more control to get your combo set up (especially since your combo requires three CMC4 cards, it will be near impossible to cast them in one turn against opponents' removal; you'll need some control backup)

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Posted 26 June 2014 at 23:22

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OK. That's fair. Loxodon Smiter is actually kind of a hold-over from an earlier version of this deck.
So any specific cards you have in mind? Or is there a control deck I could look at to steal ideas from?
I know about Sylvan Caryatid and other mana ramping cards, but I'd like to keep it as low cost as possible(willing to go up to about $50?) and keep it in Standard if at all possible.

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Posted 27 June 2014 at 00:19

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Yea, Caryatid is great for this style, though I do see it's a little expensive. Also, Manaweft Sliver can add in a little ramping. Mainly, I would say go for a few counters, like Dissolve, to protect your creatures, or a way to slow down the game while you get some more lands out (Blind Obedience comes to mind)

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Posted 27 June 2014 at 05:36

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Alright. All good suggestions!

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Posted 27 June 2014 at 07:29

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why not add force adaptation , put that on fathom and draw each turn and it gets bigger as well you will gain 2 life a turn with chimira? its also only a one drop.

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Posted 24 July 2014 at 13:16

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This deck definitely has some potential it's hard because it's a fun deck,there might be room for cards like" Grye Sage" or "experimental Kraj". If you were to make a More focused Kill factor than maybe the addition of Cards focused on +1 Counters like" forced adoption" "give/take".

Thanks for your comments!

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Posted 27 June 2014 at 03:51

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Mhm. I didn't want it to be too similar to my Simic Growing deck.
I can definitely see room for a Gyre Sage, though.

Thanks for the input!

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Posted 27 June 2014 at 07:30

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This deck lacks punch. The problem is: You've got a nice combo there but what do you do once it goes off? Yes, you'll have a creature out that is big enough to punch your opponent back into 1993 but it's just big - no trample, no flying or whatever, your opponent can simply chumpblock it for a few turns or indefinately if he has something as innocent as a regenerator.

When you combo goes off, you can draw as much cards as you want. So, why not include a card that allows you to win the turn you go off? It could be as simple as replacing 1 or 2 of the Azorious Charms with Selesnya Charm which allows you to give your Fathom Mage trample. Or include one of the various blue spells that make a creature unblockable (Distortion Strike is especially nice since it has rebound, so if you opponnet has a Fog or something like this in the crucial turn, you can try again next turn). Stonewood Invocation would be perfect because it does not only give trample, it also protects the Fathom Mage AND can't be countered or otherwise be messed with. However, it costs 4 mana and assuming you spend some mana on getting the combo out this might mean you'll have to wait another turn until you untap.

Apart from that you should of course run Fathom Mage 4 times. And you'll need some library maipulation since you'll need 3 different cards to get going. Since they are 2 creatures and 1 enchantment, Commune with the Gods is a possibility but you run blue, so there are certainly better alternatives.

EDIT:
Just realized you are at 54 cards currently, so you could include my suggestions without having to cut anything.

3
Posted 27 June 2014 at 12:48

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Yep. I was in the middle of editing this deck, taking other people's suggestions.
Originally I had Fleecemane Lions and Loxodon Smiters and other 'beater' type cards. I didn't run four Fathom Mages because that's by far the weakest link in the combo chain (4cmc for a 1/1?), and I wanted the deck to work whether or not I got the combo out.

That said, I do like your suggestions, and will include them. Thank you!

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Posted 02 July 2014 at 03:21

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This deck looks like it would be fun to play, you could throw in a couple Sage of Hours and Bioshifts, that way you can use the counters you stack on Fathom Mage to take extra turns.

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Posted 27 June 2014 at 18:14

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Who the hell needs extra turns if you just drew your entire deck?

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Posted 27 June 2014 at 18:34

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ThatOneFoo has deleted this comment.

Posted 09 July 2014 at 19:41

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If you choose to draw your entire deck before you have the mana to play the cards, you're pretty much shooting yourself in the foot. I can see what he's refering too, more turns = more mana on the board = actually being able to play all the cards you just drew.

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Posted 09 July 2014 at 19:43

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If you drew our entire deck you should win right there - just add a card that grants trample and go in for the kill.

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Posted 09 July 2014 at 23:19

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The chimera has trample so a bio shift can move the counters from the fathom Mage to the chimera. Bam! Flying trample lots of damage. I'd also look at adding some stall and control cards like Silence and Render silent in place of other beaters.

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Posted 20 September 2014 at 23:10

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The chimera has trample so a bio shift can move the counters from the fathom Mage to the chimera. Bam! Flying trample lots of damage. I'd also look at adding some stall and control cards like Silence and Render silent in place of other beaters.

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Posted 20 September 2014 at 23:10

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The chimera has trample so a bio shift can move the counters from the fathom Mage to the chimera. Bam! Flying trample lots of damage. I'd also look at adding some stall and control cards like Silence and Render silent in place of other beaters.

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Posted 21 September 2014 at 04:49

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