Land Gain/Destruction

by Bocatt on 27 October 2010

Main Deck (70 cards)

Sideboard (0 cards)

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Deck Description

The point is obviously to destroy all your opponents lands and artifacts (And a couple enchantments) But get your own lands on the field to summon some Bad ass Green Ownage Monsters

Deck Tags

  • Land Destruction

Deck at a Glance

Social Stats

1
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This deck has been viewed 2,125 times.

Mana Curve

Mana Symbol Occurrence

0003922

Card Legality

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

Deck discussion for Land Gain/Destruction

i do like this well done !, and may i say how much i hate playing against land destruct thats not to say i dont acknolwage how effective they are quiet the opposite hence hating them so muich lol, ok reference this one, its a good deck i like your artifacts giving you mana felware stone (OLD SCHOOL NOT SURE ABOUT THE SPELLING) is an option for you, reference destroying your opponents lands this deck rely's massivly on the liquid metal coating !, i'm not sure you have done enough to protect to protect them !, also i dont think you need ascenticism as the things you need to protect are artifacts and not creatures, also engulfing slagwurm whilst an awsome card, 2 isn't gonna save you from what creatures your opponent does cast and there expensive in terms of mana cost, i would go for more land destruct and chaeper land destruct to ensure they cant play anything to begin with then, you have no dangers on the board, if they do you can turn it into an artifact and zap it in so many ways (which is cool and a nice touch perticualy like the dragons) so you dont need the wurms ! a board wiper in the aramegedon mode is missing there is a red card that deals 5 damage i think to all creatures and each player sacs 5 lands maybe carry one of these for a reset youll build quicker with your myr's and cheap destruct, i'd add more kill say bolts of some type, and perhapse something that turn there lands into creatures then you could keep the wurms as they would also serve as land destruct :-), just brainwaving a few options - nice deck well done !.

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Posted 09 November 2010 at 16:08

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The thought behind the wurms was actually my game winner. My "Win condition" if you will. This deck will be slow but the point is to make every other deck slower with less land to use. By using the wurms if I had two I could swing for 14 each turn and if they block either half or both with anything that's not indestructible it's destroyed and I gain the life. Not to mention the Dragons... 5/5s with Flying and +x/+0 is always fun

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Posted 09 November 2010 at 22:17

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understood !, and makes sence :-)

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Posted 10 November 2010 at 11:46

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Play-tested this... A lot. It's pretty damn slow. I've done pretty well with it (Put 21 lands in the grave before beating my opponent) But it's quirky. It's not constant. It jumps around a lot even though I tried to make my mana base really stable...

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Posted 18 November 2010 at 21:00

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