Creature (19) | |||
---|---|---|---|
$0.390.02 | |||
$0.15€0.050.04 | |||
$0.25€0.140.03 | |||
Instant, Sorcery, Enchantment, Artifact (15) | |||
$0.20€0.140.03 | |||
$6.73€4.280.02 | |||
$0.25€0.160.03 | |||
$0.40€0.640.03 | |||
$2.02 | |||
Planeswalker (1) | |||
$4.00€3.530.10 | |||
Land (25) | |||
4
Forest
|
$0.150.03 | ||
2
Island
|
$0.160.03 | ||
2
Mountain
|
$0.200.03 | ||
$0.19€0.07 | |||
$3.27€2.390.07 | |||
$4.20 | |||
$5.89 | |||
$3.00€1.400.03 |
$8.00 | |||
$6.99 | |||
$2.22 | |||
$0.20€0.080.03 | |||
$10.50€15.6812.04 | |||
$0.25€0.160.03 | |||
1
Strangle
|
$0.17€0.090.01 |
Add at least 100 different cards to your collection and set it as your Compare Collection on the manage page to see what cards from this deck you are missing.
Compare your MTG Arena Collection with AetherHub decklists or any other decks found on the web with the MTGA Assistant extension. Syncing your account will automatically upload your collection so you can see what cards you are missing right here.
Learn more Download For WindowsI based the deck off of Jim Davis's Loam Friends deck. I basically combined his version with mine. Check out his video on it if you want to see his version: https://www.youtube.com/watch?v=ZC8a5anC4zc
11 - 4
To effectively manage our opponents threats until Borborygmos and Fblthp takes over the game.
Borborygmos and Fblthp is the backbone of the deck. The card does everything we want it to. It has built-in removal, semi "self protection" and has a big enough body to go over the top of most creatures. Every card in the deck was put in here to somehow synergize with their ability.
Contagious Vorrac has great synergy with Borb and Fblthp. It allows us to keep up on land drops in the early game and increases Borb's damage in the mid to late game. It's also a good body to block and has enough power to turn on Reckoner Bankbuster.
Deeproot Wayfinder also has great synergy with Borb and Fblthp. She also allows us to ramp and hold off our opponents early creatures. During the late game, she gets the lands we discarded with Borb back on the battlefield.
Doomskar Warrior was a pretty big surprise. At first I didn't run any copies, and only added it because the first iteration of the deck wasn't working out. It's been very helpful in buffing our early turn creatures, digging through our deck for either a land or creature, and giving trample to our bigger threats.
Kogla and Yidaro is a fantastic card from the new set and it feels like no one is talking about it. The card is very versatile and has been a game ender in most game games.
Slogurk, the Overslime is another synergistic piece in our deck that allows us to benefit even more off of Borb's ability.
Fading Hope main purpose in the deck is to get rid of our opponent's creatures that we can't kill with Borb's ability. You could also use it to save one of our threats.
Into the Fire is a board wipe that can take care of our opponents smaller creatures, but won't kill our own. It also helps us deal damage if Borb's ability isn't enought to finish a creature off. It's second ability has also been helpful in getting a new hand depending on the situation. Overall, the card isn't necessary and is more of a personal pick.
Seed of Hope is a card I didn't have on my radar when the new set came out, but Jim Davis's video proved it to be a useful card. Most of the time we hit a permanent that we can put in our hand. Even if we don't hit, we still gain 2 life and it's proved to be helpful against mono red.
Volcanic Spite is another way to help Borb's ability to kill off creatures. I've mainly used it to deal with Planeswalkers or early game creatures. Strangle is also something you could run, but the ability to trade a card has been valuable.
Artifacts:
Conduit of Worlds is more of a personal choice in the deck and isn't necessary to complete the deck. It's main purpose in the deck is to bring our lands back that we discarded to Borb and to also bring back our bigger threats should our opponent destroy them.
Reckoner Bankbuster helps our with refilling our hand and dealing early game damage to our opponent.
Unlicensed Hearse is in the deck to deal with all of the reanimation decks that are in the format. The deck functions without graveyard hate, but the card makes our lives easier when we do run into them.
Wrenn and Seven has been great at putting lands in our hands, therefore, increasing how much damage Borb's ability can do. The -2 ability has also been useful if we need more threats/blockers. However, the 0 ability doesn't synergize at all with the deck and is something I never activate.
Early Game: The deck's goal for the early game is to ramp up into our bigger threats, while also holding off any aggressive decks. Ideally you'd want Deeproot Wayfinder or Contagious Vorrac on the board to help ramp, crew Reckoner Bankbuster, or hold off our opponents smaller creatures.
Mid Game: Our mid game is more of a setup turn. This is where we want to start assessing if we need more lands for Borb's ability. No matter what, Doomskar Warrior is a great play here as it helps us dig for a land or creature that we may need.
Late Game: This is where we'll play Borborygmos and Fblthp or Kogla and Yidaro and start planning to end the game. We'll want to keep getting lands into our hands with anyway we can.
Etali, Primal Conqueror // Etali, Primal Sickness is another late game option for us. Everyone knows how good the card is. I just wanted to use something different, but the card could definitely work in here.
Vorinclex // The Grand Evolution was once in the deck, but I decided to cut it for Wrenn and Seven. The reasoning behing the cut was that Wrenn and Seven offers more upside with their +1 ability and -2 ability. Vorinclex // The Grand Evolution is a very good card and I could see it being ran into the deck.
Atraxa's Fall is just another option for artifact, enchantment, or flying creature removal since the deck doesn't have many options for it.
Fable of the Mirror-Breaker // Reflection of Kiki-Jiki is a busted card and everyone knows that. I excluded it in favor of Into the Fire since I wanted to include an underrated card and needed an option for a board wipe against mono red. Don't get it twisted though, the card is very good in the deck and could be considered an upgrade to the deck.
Memory Deluge is something I tried in an earlier iteration of the deck. The card helps with digging through our deck to find more lands or any crearture we may need. Ended up cutting in favor of Conduit of Worlds since it gets back our threats/lands.
Moment of Truth was another card I tried in an earlier iteration of the deck. It synergized pretty well with Deeproot Wayfinder, Slogurk, the Overslime, and Conduit of Worlds. I ended up cutting in favor of Volcanic Spite in order to help deal with our opponents creatures or planeswalkers.
Strangle is another option instead of Volcanic Spite. I just prefer the option of trading a card out if need be.
23 | 2 | 31 | 4 | 0 |
---|---|---|---|---|
0 | 0 | 0 | 0 | 0 |
Symbols | Percentage | Lands |
---|