Post your turboland here

Beyond Dominia: The Type 1.5/1.X Magic Mill: Post your turboland here

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By paladin on Saturday, December 22, 2001 - 06:42 pm:

hi, ive got a bunch of extended decks, but lately, turboland seems to be really fun...i can guess at what the deck has, but id like many variations of it so give me some plz.... thanks!


By Morphling on Monday, December 24, 2001 - 01:47 am:

4xhorn of greed
4xexploration
4xcounterspell
4xforce of will
4ximpulse
4xgush
4xoath of druids
2xtime warp
2xgaea's blessing
1xscroll rack
1xmorphling
1xspike feeder
1xspike weaver
1xtreetop village
4xtropical island
4xforest
4xwasteland
11xisland


By paladin on Monday, December 24, 2001 - 02:11 am:

thanks!


By Forever Escapist on Tuesday, December 25, 2001 - 09:47 am:

turboland? fun? you are crazy.
here is mine:
4xhorn of greed
4xexploration
4xcounterspell
4xforce of will
4ximpulse
4xgush
4xoath of druids
2xtime warp
2xgaea's blessing
2xscroll rack
1xthorn elemental
1xspike feeder
1xspike weaver
1xtreetop village
4xtropical island
6xforest
12xisland


By Forever Escapist on Wednesday, December 26, 2001 - 01:10 pm:

One problem with turboland is that
a lot of the time, it takes more than
the 50minutes and extra turns.

But the Real problem is that the deck
has very low variability because everything
that's there, Needs to be there. Even in
sideboarding it is extremely difficult
to decide which cards to take out. The only
cards maindeck that can really be changed are
1 timewarp, 1 scroll rack. And they that already
takes away some consistency.

Some variations i've seen run red for 1
obliterate and sideboard pyroblasts. They
support it with taigas and volcanics.

Turboland is very very good, but in the current extended field, too many aggro decks run large amounts of enchantment hate (along with a truck load of other disruption).

Against junk or rock -PERNICIOUS DEED ANNIHILATES
YOU. and the maindeck Choke is a real pain also.


By Lord of the Goats on Wednesday, December 26, 2001 - 03:35 pm:

people don't really run maindeck choke. one person ran 1 at a pt, but that was only because he byes for the first 3 round. that means stuff like sligh is a nonfactor. he expected a control field, it ended up being a suboptimal choice for his main deck.

a well timed deed can be a pain, but it dosn't wreck you. it usually can barly make up for the advantage you've gotten out of the engine.

everything does not need to be there. in several matchups you side out the combo for more creatures to use oath with. in others, you side out the oaths. this was not true last season because if you sided out the oaths vs combo, they would board in negators. while trix now uses morphling, it doesn't make the same fast threat that negator did.

personally, i run 1 firestorm, a fire/ice and a twart in mine.


By Guapeton on Thursday, December 27, 2001 - 01:47 am:

firestorm seems like a great idea for a turboland w/red... pretty unexpected too... Ill try it out.
Good thinking.


By Lord of the Goats on Saturday, December 29, 2001 - 06:53 pm:

firestorm is actallly really good vs some decks. i cast storm on 3 pups, a flunkies and my opponent on 4th turn for 5 each. that's 20 damage to mt opponent.

it still needs oath. firestorm can't replace it. a topdecked creature will usually do you in without oath.


By paladin on Saturday, December 29, 2001 - 07:44 pm:

i agree, usually i have to discard like 5-10 cards at end of turn, firestorm would be really cool, thanks


By Gzeiger (Gzeiger) on Sunday, December 30, 2001 - 01:40 am:

Typically you won't lose a game where you have the luxury of discarding 5-10 cards. Firestorm fails to help much in games you're in danger of actually losing.


By paladin on Sunday, December 30, 2001 - 02:29 am:

but i mean that instead of me discarding the cards, and doing nothing, i could just pay the red and do something with all of the cards im discarding.


By BrianB, the Patron of Elves and Silly Combos (Brianb) on Sunday, December 30, 2001 - 11:24 pm:

The point is that if you've got the turboland engine running, you should win the game, even if you are forced to discard a few cards one time. You really want to avoid cards that help you "win more" when you're winning. Firestorm is card disadvantage, which can hurt in the games that are actually close.


By Lord of the Goats on Tuesday, January 01, 2002 - 07:25 pm:

i played turboland with firestorm this weekend at ptq. it was definatly the game 1 mvp. turboland cant get rid of stuff like elvish lyrist, meddling mage, or any utility creature. firestorm does that. i think all of my games that i won except 1 ended with a firestorm. it saved me twice after time had run out.

yes, it is usually a win more card, but it speeds up the kill. turboland has trouble with time limits. seriosly, try it out. firestorm, and fire/ice are really good. the fire/ice also lets you go off under a winter orb.

i went 5-2-1 at the ptq... not bad for my first one.


By paladin on Tuesday, January 01, 2002 - 07:39 pm:

can u post your decklist here plz... the one that runs firestorms, cause i dont know what to take out for it.


By Lord of the Goats on Wednesday, January 02, 2002 - 08:35 pm:

sure, here you go.

4 tropical island
4 volcanic island
4 forest
1 undiscovered paradise
1 mountian
1 shivan reef
7 islands
2 treetop village

4 exploration
4 horn of greed
4 force of will
3 counterspell
1 thwart
4 impulse
1 scroll rack
2 timewarp
2 gaea's blessing
3 oath of druids
1 firestorm
1 fire/ice
1 morphling
1 spike weaver
1 spike feeder
4 gush

sb
4 pyroblast
2 emerald charm
2 ruination
2 spike feeder
2 spike weaver
2 powder keg
1 mountian goat... i needed a slot because i forgot to bring a second morph. i wouldn't have brought in the morph anyway.

the board could be better, but i havn't screwed with it since my last tourney.


By paladin on Friday, January 04, 2002 - 04:54 am:

thanks again

i replaced the impulses with opts for these two reasons:

a) i can go mana, explore, mana, than opt, so i can thin out my deck a bit earlier

other revisions...

b) i replaced the counterspells with miscalculculates, i used mana leaks at first, but since they cycle, i prefer them(all depends on what im playing against ofcourse)

c) i use 4.blessing, at worst they cycle themselves

d) no fire/ice

thanks for your posts!!


By Marcus on Friday, January 04, 2002 - 07:09 am:

I seen people play turboland that ran 2 Obliterate maindeck. Obviously you'd run Taigas and Volcanic Islands in the mana base in order to support it. I thought that I was really good because you get to keep the explorations and you'd definately have the advantage seeing how you'd Gush in response. I'm not quite sure of what 2 cards you take out of the maindeck, but you definately run 4 gush and 2 Thwart.

Another thing to keep in mind. If you play this deck, I'd recommend running 3 Gaea's Blessing because of the fact that 1 Extract will wreck you, that is if people start realizing how good Extract is in extended.


By Lord of the Goats on Friday, January 04, 2002 - 02:11 pm:

you only need 2 blessings. even if one gets extracted/furnaced, it won't usually make a difference. you usually don't have to go infinite to win. 4 is way to many. i could see boarding one in some matchups, but not usually.

opt? no no no. impulse is way better. opt dosn't dig nearly enough. impulse is a must. it replaces the need for a second scroll rack and works really well after you use the rack.

fire/ice is really good. just like firestorm, it takes out utility creatures, but it also is never dead. it taps a winter orb vs mirical grow(or stompy) and lets you go off. it can also get some nice tempo advantage. i'll prbally put a second or third in the board.

btw, could you post your list?


By paladin on Tuesday, January 08, 2002 - 10:11 pm:

Green:

4. exploration
4. gaea's blessing
4. oath of druids
1. spike feeder

Blue:

4. gush
4. opt
4. miscalculate
1. morphling
4. force of will
3. time warp

Artifact:

4. horn of greed

Land:

4. tropical island
4. yavimaya coast
1. treetop village
7. island
7. forest

something like that....
i probably missed something, im in a real rush


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