When a deck name contains the word “turbo”, what sort of
expectations do you have for it? To me, it means that the deck does something fast.
Therefore, when I think of Turbo _____, my expectation is usually of a deck
that is capable of winning quickly. So if you’re like me.. prepare to be
disappointed by today’s brew. Don’t let the name fool you, it can be a very
slow and control-y path to victory with this one. I am of course talking about
TurboLand.
So how does it work? The general breakdown is that you want
to get Exploration and Horn of Greed into play. Together, these combine for some
serious ramp and serious card advantage. So how is a deck that combines both of
those things so slow? The win conditions! Allow me to elaborate..
Despite containing the best manland ever made in Mishra’s
Factory, it is not the biggest of beaters. What it does do however is tap for
mana, avoid sweepers and pump itself and its fellow Factory Workers. These,
along with Treetop Village and Faerie Conclave, are the vast majority of
‘creatures’ in the deck. There is one exception of course, the lone Multani,
Maro-Sorcerer, which I included because it is a big beater with Shroud. Whether
or not you want to play any is entirely on you.
Another sort of unsung win condition of TurboLand is Time
Warp. The card is amazing when combined with the mana acceleration and card
advantage of the deck, as both allow you to draw into and play Warps in the
early stages of the game. Not only does this allow you to play even more lands
and draw even more cards, but it provides you with additional opportunities to
beat down on your opponent.
Crop Rotation is another 1-of in the deck, but I sort of
wanted to play more of them. Obviously I decided not to eventually, but Crop is
really great because it acts as a sort of double for any of your lands. The
reason I decided against additional copies is because the deck just doesn’t
contain that many toolbox lands. I had also considered replacing it with a
Living Wish and putting Tabernacle and/or Karakas in the sideboard, but that is
just a bit too slow versus the decks you want those cards against - especially
Tabernacle.
Alright, so that about covers the deck right? What? It doesn’t?
Oh, you want to know about THAT.. I know I know, Portent over Brainstorm seems
strange. Surely this must be some sort of joke! Honestly, I know how weird it
looks but the thing is, TurboLand does not contain any fetch lands; and without
them Brainstorm can really hinder you. The fact of the matter is, even though
Portent is a slowtrip, the deck already draws you a ton of cards so it doesn’t
really matter. I recommend you try it out and see what slow/cantrip suits you.
Lastly, I want to talk about some cards I didn’t include in
the deck. One of these cards was Summer Bloom. The reason I didn’t is actually
quite simple – I needed to cut down on cards and it was a 1-of. Greener
Pastures also got cut early on, but if you are going for a more control-y type
of build then it might have some potential and could be worth looking into.
Happy Brewing!
TurboLand
Land
1 Forest
1 Island
4 Tropical Island
4 Mishra’s Factory
4 Treetop Village
3 Faerie Conclave
4 Maze of Ith
4 Wasteland
4 Rishadan Port
1 Petrified Field
1 The Tabernacle at Pendrell Vale
1 Karakas
Total: 32
Creatures
1 Multani, Maro-Sorcerer
Total: 1
Spells:
4 Exploration
4 Horn of Greed
4 Portent
4 Force of Will
2 Daze
3 Counterspell
4 Time Warp
1 Crop Rotation
1 Nostalgic Dreams
Total: 27
Sideboard
4 Tormod’s Crypt
4 Naturalize
2 Elephant Grass
2 Evacuation
2 Zuran Orb
1 Gaea’s Blessing
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