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Type: Deck Idea
Variant Tag: conConstructed
Format: Vintage
More Info
Approx. Value:

1 Likes 0 Comments Group listing by:
Mana Curve
Card Color Breakdown
Card Type Breakdown

Main Deck - 100 cards, 97 distinct
Name  Type Cost Edition Price
Color Rarity
Creature (16)
1 Borborygmos Enraged Legendary Creature - Cyclops
1 Child of Alara Legendary Creature - Avatar
1 Courser of Kruphix Enchantment Creature - Centaur
1 Eternal Witness Creature - Human Shaman
1 Kruphix, God of Horizons Legendary Enchantment Creature - God
1 Mina and Denn, Wildborn Legendary Creature - Elf Ally
1 Omnath, Locus of Rage Legendary Creature - Elemental
1 Oracle of Mul Daya Creature - Elf Shaman
1 Ramunap Excavator Creature - Naga Cleric
1 Sakura-Tribe Scout Creature - Snake Shaman Scout
1 Tatyova, Benthic Druid Legendary Creature - Merfolk Druid
1 The Gitrog Monster Legendary Creature - Frog Horror
1 Tireless Tracker Creature - Human Scout
1 Titania, Protector of Argoth Legendary Creature - Elemental
1 Wayward Swordtooth Creature - Dinosaur
1 World Shaper Creature - Merfolk Shaman
Instant (9)
1 Bound // Determined Instant
1 Constant Mists Instant
1 Crop Rotation Instant
1 Cyclonic Rift Instant
1 Dig Through Time Instant
1 Momentous Fall Instant
1 Pact of Negation Instant
1 Realms Uncharted Instant
1 Swords to Plowshares Instant
Sorcery (23)
1 Bring to Light Sorcery
1 Creeping Renaissance Sorcery
1 Cultivate Sorcery
1 Day of Judgment Sorcery
1 Explore Sorcery
1 Explosive Vegetation Sorcery
1 Farseek Sorcery
1 Hour of Promise Sorcery
1 Hour of Revelation Sorcery
1 Life from the Loam Sorcery
1 Life's Legacy Sorcery
1 Merciless Eviction Sorcery
1 Praetor's Counsel Sorcery
1 Reap and Sow Sorcery
1 Skyshroud Claim Sorcery
1 Splendid Reclamation Sorcery
1 Sylvan Awakening Sorcery
1 Sylvan Scrying Sorcery
1 Tempt with Discovery Sorcery
1 Treasure Cruise Sorcery
1 Urban Evolution Sorcery
1 Wargate Sorcery
1 Wrath of God Sorcery
Artifact (8)
1 Amulet of Vigor Artifact
1 Chromatic Lantern Artifact
1 Darksteel Ingot Artifact
1 Door to Nothingness Artifact
1 Expedition Map Artifact
1 Horn of Greed Artifact
1 Seer's Sundial Artifact
1 Zuran Orb Artifact
Enchantment (4)
1 Animate Dead Enchantment - Aura
1 Burgeoning Enchantment
1 Exploration Enchantment
1 Journey to Eternity Legendary Enchantment - Aura
Planeswalker (3)
1 Kiora, the Crashing Wave Planeswalker - Kiora
1 Nissa, Vital Force Planeswalker - Nissa
1 Ugin, the Spirit Dragon Planeswalker - Ugin
Land (37)
1 Alchemist's Refuge Land
1 Bojuka Bog Land
1 Breeding Pool Land - Forest Island
1 Canopy Vista Land - Forest Plains
1 Cascading Cataracts Land
1 Cinder Glade Land - Mountain Forest
1 Command Tower Land
2 Forest Basic Land - Forest
1 Ghost Quarter Land
1 Glacial Chasm Land
1 Golgari Rot Farm Land
1 High Market Land
1 Inkmoth Nexus Land
2 Island Basic Land - Island
1 Kessig Wolf Run Land
1 Lumbering Falls Land
1 Mountain Basic Land - Mountain
1 Murmuring Bosk Land - Forest
1 Overgrown Tomb Land - Swamp Forest
2 Plains Basic Land - Plains
1 Prairie Stream Land - Plains Island
1 Reflecting Pool Land
1 Scattered Groves Land - Forest Plains
1 Sheltered Thicket Land - Mountain Forest
1 Simic Growth Chamber Land
1 Stomping Ground Land - Mountain Forest
1 Swamp Basic Land - Swamp
1 Temple Garden Land - Forest Plains
1 Thespian's Stage Land
1 Tolaria West Land
1 Tranquil Thicket Land
1 Wasteland Land
1 Windswept Heath Land
1 Wooded Foothills Land
Sideboard - 0 cards, 0 distinct
No cards here. :(

Make room for:
Trade Routes

Want (high priority):
$ Ulvenwald Hydra - A threat that also gets me any land

Want (low priority):
$ Budoka Gardener - Ramp and threat in one
$$ Diabolic Intent - Sac outlet + tutor
$ Liege of the Tangle - Win with lands
$ Traverse the Outlands
Primal Growth
$$ Nissa, Steward of Elements
$$ Prismatic Omen
$$$$ Scapeshift - Get Maze's End combo
$ Verdant Confluence - Get back Child, maybe some wincon, and ramp a little?
$$$ Volraths Stronghold - Return Witness or Child
$$$ Phyrexian Tower - Sac Child
$$ Maelstrom Nexus - Low synergy, but it's a useful card in all five colors
$$$$ Crucible of Worlds
$ Herald of Leshrac
$ Summer Bloom
$$ Sensei's Divining Top
$ Genju of the Realm
Sacred Ground - Protection from LD
$ Birds of Paradise - More early ramp


Consider (have):
Seasons Past - Return Child and a bunch of other stuff
Knight of the Reliquary - Should be amazing for both a Maze's End win, and as a big beater
Deprive - A counterspell that lets me reuse land ETB triggers
Regrowth - Cheap way to return either Child or something else useful
Llanowar Scout
Thaumatic Compass - Need more basics, but it can get lands early or Maze of Ith late
Sylvan Awakening - Mostly better than Rude Awakening? Synergy with Omnath + Zuran Orb
Quicken - Instant speed board wipes, tutors, reanimation etc. Worst case is a 1 mana cycle
Reanimate - Get back Child straight to the board for a cheap board wipe if needed, a win con if needed, or EWit/Oracle/Ramunap if I just need value
Goryo's Vengeance/Whip of Erebos/Shallow Grave - Get back Child for a cheap boardwipe, or a wincon to finish up
Into the Wilds
Supreme Verdict - Not enough copies available probably, but this is one of the better options
Sylvan Library - Good card that's great early and remains good throughout the game, but because I want to destroy all permanents, it loses a lot of value
Brainstorm - Protect my hand from discard, and can improve card quality in conjunction with fetches, Cultivate etc
Realm Seekers
Mulch - "Card draw"
Ranger's Path - Only gets forests, with 4 mana, and always tapped, so probably not worth it
Crystaline Crawler - Can "store" mana and potentially ramp
Rampant Growth - Early ramp
Garruk Wildspeaker - Ramp or reuse Maze's End
Emeria Shepherd
Embodiment of Insight/Fury
Rhystic Study/Mystic Remora - Card draw + Sphere of Safety buff
Elixir of Immortality
Sakura-Tribe Elder/Yavimaya Elder
Path to Exile
Anguished Unmaking
Haze of Pollen - Turbofog style, and can cycle in the worst case
Eternity Vessel - If I can get this out early, I should be safe from chip damage until it is removed
Sandwurm Convergence - Wincon that also stops fliers, but is very expensive and doesn't stop ground creatures
Kefnet - Should be included if having 5-7 cards in hand is common when I have 4 mana to spare
Scatter to the Winds - Counterspell with awaken, but UU might be tough
Liliana Vess - Repeatable tutor, but dies to Child and BB might be tough
Sol Ring - More early ramp
Greenwarden of Murasa - Get back my E.Wit. (or something else) TWICE
Noxious Revival
Devour Flesh - Can be removal for one problem creature such as a Narset, but would probably most often be used to sacrifice Child and gain some life
Far//Away - Sac outlet for Child and/or removal, or possibly even boardwipe with Child that still saves one of my destructible creatures
Altar's Reap/Merciless Resolve - Card draw and sac outlet for Child
Other stuff from this list of sac outlets:
Terminate etc - instant speed removal or board wipe with Child, even if stolen through Word of Seizing
Noyan Dar, Roil Shaper
Retreat to Kazandu/Emeria/Hagra
Gift of Immortality
Worm Harvest
Traverse the Ulvenwald
Ondu Rising
Devastation Tide
Wood Elves - Ramp, fix and chump blocker
Morbid Curiosity - Card draw + sac outlet for Child
Perilous Research - Card draw + sac outlet
Logic Knot - Counterspell and delve to get Child back into the Zone
Rite of Undoing - Save something of my own from a boardwipe while getting Child back to the Zone
Sibsig Muckdraggers - Get back a wincon while putting Child in the Zone
Tasigur's Cruelty - Card advantage while getting Child to the Zone
Temporal Trespass - "Explore" and put Child in the Zone
Horn of Greed - Card draw, but only on *played* lands

Consider (don't have):
$$ Ad Nauseam - Probably draw a bunch of lands?
$$ Mirari's Wake - Ramp, but I often don't have anything to ramp to
$ Genesis Wave
Nature's Lore - Cheap ramp + fix
Rhonas/Xenagos - Strong, resilient finishers that have good synergy with Child
Terra Eternal
Tainted Aether
Obelisk of Alara
Early Harvest
Jolrael, Empress of Beasts
Countryside Crusher
Dictate of Karametra
Last Stand
Treasure Hunt
Betrayal of Flesh
Grab the Reins

Lands to consider:
Dark Depths - Should be in there, but requires unpacking FTV: Lore
Miren, the Moaning Veil - A bit expensive for saccing Child early, but better than High Market late. Also great with Dark Depths combo
Grim Backwoods - Sac outlet for Child + card draw
Verdant Catacombs/Flooded Strand - Fetchlands with one of the main colors
Polluted Delta/Bloodstained Mire - Fetchlands I have but are off-main-colors
Hallowed Fountain/Sacred Foundry - White shock lands
Irrigated Farmland - Fetchable W dual with cycling
Vesuva - Copy my own lands for fixing or redundancy, or others to get stuff I don't have
Reliquary Tower
Blighted Woodland
Alchemist's Refuge
Maze of Ith - We probably have enough fogs without this
Volrath's Stronghold - Get back a Child or a wincon


Consider cutting these lands:
Cascading Cataracts - Filtering is nice, but I might have too heavy color requirements to be able to afford playing this when I don't have 6 lands. Also not ideal if I want to spend less than 6 mana
2x Forest, 1x Plains

Considered cuts:
* Ugin - Not sure about Planeswalkers that don't give me lands, but he is both a board wipe, spot removal, and win con, and the ult is just sweet
Life's Legacy - Could probably shave a sac outlet, as getting High Market is the most reliable, and without a lot of ways to return Child, I might not be able to use all of these. This can draw cards from Gitrog, Borborygmos etc though
Bound//Determined - Bound is only really useful with Child, but I guess the worst case of Determined isn't too bad
Cultivate/Explosive Vegetation - Relatively low basic land count means these won't always be able to get something. I probably want at least some of them, though. Kodama's Reach removed so far
Explore - Probably less important without the Maze's End win
* Commander's Sphere/Darksteel Ingot - Meh
Cyclonic Rift – I have so many ways to clear the board, that this is probably better used in decks with less options (e.g. Mairsil or Brago)
Day of Judgment/Wrath of God - Can probably cut down one wrath


Lands that were cut:
Canyon Slough - Doesn't tap for any of the main colors (GW)
Lumbering Falls/Stirring Wildwoods - Being pretty small, it's unlikely that these will ever have much impact on the game besides being CIPT dual lands.
Exotic Orchard - Will always tap for a color in my color identity, but is not guaranteed to tap for a color I can actually use
Tectonic Edge - Ghost Quarter is hopefully enough
Seaside Citadel - Might have enough blue sources without this tapped land? It does add GW and another, though
Jungle Shrine - Tapped, unfetchable, but adds all three main colors
Command Beacon - I might not be casting Child THAT many times, and I'm likely to have lots of mana to cast it anyway

Halimar Tidecaller - Not enough worthwhile Awaken-spells to play this just for the flying lands
Encircling Fissure - Too low impact
Rising Miasma - Probably not strong enough to warrant a slot
Roil Spout - Too low impact at sorcery speed
The Locust God - A god-based wincon, but besides Gitrog I don't have all that much card draw
Conflux - Versatile and gives a lot of cards, but it's mana intensive and doesn't find the main wincons
Jace, the Mind Sculptor - Brainstorm + fetches is pretty good, but even with more fetches than usual, there aren't a lot in a 100 card deck. It's a wincon if it gets to ult, but that's very unlikely. Cultivate etc work similar to fetches though
Tamiyo, the Moon Sage - Doesn't really do a whole lot
Erebos - Card draw is nice, stopping lifegain is less relevant with Maze's End and Door. Probably not worth it if he can't beat, which he can't
Claws of Gix - This is unlikely to sac anything other than Child, in which case it can only be used once anyway.. Could be sweet with saccing lands with Gitrog out, though...
Bontu - Can sac Child to wipe the board and hit, but I don't have many other creatures to sac, so it is highly unlikely that this will ever deal more than 10 damage to a player, which isn't going to win me the game. Might be more interesting if I play more cards like Steve and Yavimaya Elder
Sorin, Grim Nemesis - With so many lands, this probably isn't going to do a lot of damage on average
Mogis - At the time of cutting, there is only a total of 13 possible devotion to BR in the deck, which is not enough to get him active with any consistency., and the effect is probably too minor to be worth it if he can never attack or block
Diabolic Tutor - 4 mana (and BB) at sorcery speed is a lot for just a tutor, and I don't want to run that many general tutors anyway.
Ruinous Path - Awaken is nice, but board wipes deal with creatures and Child and Hour of Revelation (plus some burn) both deal with planeswalkers. Also, BB might be tough
Elspeth, Sun's Champion - Boardwipe, chump blockers and possibly a win con, but doesn't deal with tokens, and is better used in Teysa
Sphere of Safety/Ghostly Prison - Probably don't have enough enchantments for this package to be good enough
Planar Outburst - Rarely going to awaken this, and a 4/4 isn't that great anyway
Nev's Disk - Don't need so many wipes, and this can't be fetched with BTL
Merciless Resolve - Don't need this many sac outlets
Karametra - It's probably not going to be active except very rarely, and I don't have enough creatures to reliably trigger her
Animist's Awakening - With roughly 40% lands, the expected return on this isn't that great. It's decent as a mana sink with nothing else to do, but the rate is bad
Worthy Cause - Instant and reusable, and can gain some life, but not as good when I can't just cast Child at any time
Nissa, Worldwaker - While she does allow me to win with my lands, or use my forests (including ones that tap for more colors) more than once per turn, her impact is bound to be relatively minor. If I do get to ult her, it's still unlikely that I will win because of it considering the low basic count
Keranos - Very slow as wincon and can't kill a lot of stuff reliably.
Kodama's Reach - Relatively low land count means these won't always be able to get something. I probably want at least some of them, though
Ghirapur Orrery - Extra land drops, but rarely get down to 0 cards
Vraska the Unseen - She's a reusable spot removal spell if I can avoid getting her attacked, but that seems unlikely, and the chances of winning with her ultimate is miniscule
Mind Extraction - Had to cut down on sac outlets, and this has the least synergy with my deck
Approach of the Second Sun - Another alternate wincon, though not likely to make the cut as it can be played in any white deck, and I don't have much dig
Sylvan Reclamation - Quite a bit of usefulness and flexibility, but I prooobably won't need to use it to get a land, and Child should be able to deal with most crises
Relic of Progenitus - The idea was that it could put Child back in the command zone multiple times, but it would get destroyed after the first time, and exiling my own yard is not desirable
Den Protector – Only works if unmorphed, and 5 mana is too much for this
Grim Discovery – Can only get creatures and/or lands, which, despite being able to get two cards, might be worse than e.g. Regrowth, or a reanimation card which goes straight to battlefield
Prismatic Geoscope - Even though it can tap for up to 5, with the low basic count it's not very likely to do so. Shocks and tangolands help, though
Rites of Flourishing - Giving my opponents too much of an advantage, probably
Maze's End package (10 gates, Maze's End, Gatecreeper Vine) - It's slow, and not very fun anyway
Kynaios and Tiro of Meletis - Great blocker, but might be giving my opponents too much of an advantage
Krosan Grip - Most instant speed removal will probably be Child of Alara-based and already pretty much uncounterable
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