Destructive Force

by Edna on 12 October 2010

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (5)


Sorceries (4)

Instants (3)


Planeswalkers (1)


Artifacts (2)

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Deck Description

Ramp mixed with Destructive Force after dropping a titan or something big. There are little guys of mine that will inevitably die, but it really shouldn't matter if the Destructive Force resolves. There is added pinpoint land destruction thrown in for stopping their early game and things like valakut. Please give suggestions, especially on the sideboard. Right now it's mostly just possibly cards to consider for it.

Deck Tags

  • Tournament

Deck at a Glance

Social Stats

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This deck has been viewed 1,647 times.

Mana Curve

Mana Symbol Occurrence

0001925

Card Legality

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

Deck discussion for Destructive Force

I honestly think that adding blue is your best bet. With that you could add mana leaks and some card draw, which I think that this deck needs. I don't think that Goblin ruinblaster will do this deck that much good, especially when you can just add in some tectonic edge. I know they are expensive but adding Jace would help alot; you could even use jace beleren for steady card draw.

I have played with this deck before and it seems that having all that ramping, especially in the form of creatures isn't that effective. I would just stick with the birds and add one more wurmcoil engine, so when you hit 7 mana and throw down the destructive force, you have even better card advantage. For sideboard, I would consider mind control for those creatures that make it through, and maybe mitotic slime for aggressive decks. I do think naturalize and ratchet bomb are good. Good Luck

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Posted 12 October 2010 at 01:53

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I've definitely considered blue, for mana leak and even forsee (I think it is incredibly underrated in a ramp deck honestly and easy to splash). Jace is great (both really) but the double blue in an already mana intensive deck just seems tricky. As for the creature ramp, I really think it depends on the deck I face. Some decks can bounce back from the D-Force fairly well and leaves me with a card disadvantage. Against these sorts of decks I can merely side out the D-Force for another option. Almost anything else, a resolved D-Force in this deck should result in a fairly quick win after.

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Posted 12 October 2010 at 14:19

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As for the Ruinblaster, against control style decks it really puts the pressure on early and can easily draw out their counters instead of stopping my D-Force or Titans. And as for the blue, splashing a color just seems a little too difficult in this deck. It's already pretty streamlined I think and changing that by adding another color would detract from it's overall effectiveness I think. I've seen it tried and my original idea had blue but it turns out it only slows the deck down more. I need 9 mana to counter something while resolving a D-Force and by then, they could easily have dropped their own big threat. The Lotus Cobra is so key in this deck, btw. I would argue that in sync with fetch lands and cards like explore, it's the best ramp card ever printed.

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Posted 12 October 2010 at 14:24

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Posted 12 October 2010 at 04:46

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Another way to go is to splash white for Safe Passage to make Destructive Force a one-sided wiper; you also get the Kor Firewalkers and vaious ways of dealing with threats (Journey to Nowhere/Condemn/Revoke Existance).
Oh, and this really isn't the best deck for Koth to running around in.

Outside of standard (which I hate by the way), I would consider playing Mark of Asylum, Wildfire, and perhaps Realm Razer.

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Posted 12 October 2010 at 04:49

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Koth is actually pretty good honestly. Even simply having 1 mountain allows me to ramp a little bit with koth using the +1 ability while also providing an earlier offense and at worst distracting the opponent shortly. Koth can function similar to garruk after the D-Force by basically making my few mana seem like even more. I can also fetch out land pretty quick making him more effective as well. But I have considered white for cards like Journey to Nowhere and Sun Titan especially, with all my little dudes I could just bring them right back. Wall of Omens is a great blocker early on too. But in the end, I feel like this build gives me the best potential for a quick start that is hard to stop, splashing another color complicates things and slows me down a bit, especially when I'm already blowing up 5 of my own lands.

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Posted 12 October 2010 at 14:16

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Really cool deck. I'm not really a fan of Inferno Titan unless you're also running Basilisk Collar, which you're not. I think that running 4 Primeval Titans is a much safer bet if you have them. I like the Ruin Blasters, they're really underrated right now but I think they fit with the deck quite nicely. I think a Back to Nature or two in the sideboard wouldn't hurt. And I honeslty think the Ratchet Bomb will hurt more than help you in most situations. Other than that it is all in all a great deck.

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Posted 16 October 2010 at 15:25

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Yeah, I'm working on getting more primevals but honestly, I think inferno titan is a bit underrated. It helps to stomp over a lot of the quicker aggro decks like elves and other opposing creature ramp. It's worth testing a bit at least I think. At worst, it can still attack into walls and still manage to lightning bolt the opponent. Ratchet bomb really doesn't seem like it should hurt much. It's really useful against any decks with tokens (like decks running Avenger of Zendikar). Back to Nature may be a good idea, but I don't see enchantments really being the issue so much anymore. I think I'm more worried about the artifacts in the format right now. Often, they won't have multiple troublesome enchantments anyways so I think it's probably fine with the naturalize and the acidic slimes have actually proven to be amazing! At worst, it's added land destruction and a great chump blocker.

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Posted 17 October 2010 at 13:51

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Thanks for the suggestions though. Any other ideas?

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Posted 17 October 2010 at 13:55

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Nice deck!!!! But the ruinblasters in this deck are not the best choice, I would personaly take them out and run 2 tectonic edges main board, and run another verdant catacombs. So that leaves you with one more open spot for a card. I would recommend that you take out 1 inferno titan and replace it with 2 avengers of zendikar.. Since you are mana ramping why not have him in this deck. Avengers plain out rape face and you can pretty much play him turn 4ish and D-force right after that, having alot of tokens to swing with before you D-force and going for the crippling win.( I play valakut ramp and having titans and avengers out on the same field is a win.) but other than that i would say that i really do like this deck, but i dont liek the ruinblasters main board!!!!

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Posted 26 October 2010 at 09:44

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I really love the Avenger but it just doesn't work for this deck. If I cast D-Force like I would want to, it will destroy my Avenger and most likely all of my plant tokens (They would have to be at least 5/6, at which point casting D-Force is practically irrelevent anyways). I have considered more tectonic edge but I'm not sure if I really need them with the goblins. They also make the color fixing slightly harder... I may give it a try, though. The Goblin Ruinblaster is actually pretty potent. I've played a few games it turned out to be one of my best cards, especially against a control deck. I can usually be playing one with ease on turn 3 which will cripple any chance of a control deck stopping me most often. Against elves or RDW I would probably side them out. They're just cheap and make my D-Force even more potent. Plus, the haste is nice for extra damage when needed. (I actually have won a game almost entirely off Ruinblaster attacks).

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Posted 26 October 2010 at 14:23

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