Pilag Char Deus Boom LD Primer

by Asturonethorius on 23 August 2016

Main Deck (61 cards)

Sideboard (16 cards)


Sorceries (2)


Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

INTRO:


Hi! Thanks for visiting, viewing, reading this. Please Read, View. This is a semi, sorta, kind of Semi Template, Example, Semi Article, Introduction, Explanation, Breakdown, etc, of What I think either is, an or should, would, could be either is or one of the better, best Land Destruction Decks on MTG Vault, etc.

I know that is a bold claim, thought. But I will explain why think that. Also I am not trying to Brag. What I am trying to do is:

1. Assess how good the deck is, as I intend to buy it, sleeve it, play it at Modern Format FNM, Local Tournaments, City, Convention, Regional, State, PTQ, etc, tournaments, semi competively.

2. In doing that, I also wanted to make a Rogue deck that could be semi competive, really annoy, give EXPENSIVE decks a semi tough time, be a semi spoiler.

3. Even tho this deck is a semi reposting of a deck of mine here that got 20 likes here, 4000 comments, I made some changes to better it, and even tho deck is pretty much almost semi finished, etc, there is some room for improvement, advice, help, etc. Also because of all the clutter, comments on the older posting of the deck, I thought it would be good to repost, so that could get fresh comments, likes, help, etc.

4. Related to point 3 above, I want to make the BEST LAND DESTRUCTION DECK.

5. I want to use my deck as a example, template, etc, of a better, best land destruction deck, decks, and on how to build one of the best Land Destruction Decks, in order to help people, and contribute to the community.

6. Any advice, help, comments, need to be friendly, constructive, etc. Comments like " That deck is awesome", or "That deck sucks", etc, are not constructive. WHY is the deck, good or bad, what can be done to improve it?, etc. Also please realize that altho I will take, use some advice, and used advice to help build the deck, I wont use all advice. So please dont get upset, offended, etc, if I dont use some suggestions.

7. I would like to Thank Dedward, Necrumslice, for their help. Also I want to thank those who recommended I use the cards Boom/Bust, Goblin Dark Dweller, Primal Command, Incendiary Command. That was some AWESOME help, suggestions, and the deck wouldnt be what it is without those suggestions, thanks.


DECK INTRODUCTION:


This is a Red, Green, Splash Black, Land Destruction Deck.

The deck destroys lands on turns 1,2,3, with, by: A. Boom/Bust, Pillage, Wrecking Ball, Or by B. Liquid Metal Coatings, and either Reckless Airstrike, an or by Oxidize, and continues land destructing until get out Charmbreaker Devils, Hoard Smelter Dragon, Goblin Dark Dwellers, as both semi finishers that continue to control the board, field, etc.

If Opponent gets out a creature, can easily kill it, with 1 of 7 to 19 creature removers.

If a semi finisher gets sent to graveyard, can either use Eternal Witness, to get it
back, and can use either Primal Command or Brutalizer to search for the Eternal Witness to get the Semi Finisher back. Or can use Primal Command to shuffle Graveyard, and graveyarded semi finisher into library. That's why 4 1 of's of 4 semi finishers, is enough in this deck.

The real key to this deck is the card Pillager. Its a 3 cmc card that both destroys artifacts, and lands. This card use to be not Modern Legal, but luckily was reprinted in a Modern Format Set. So why is this card so Key? There are similar cards like stone rain, Molten Rain. Answer:

Before this card was available, the deck was too slow. And here why. There are the following ways to do a Land Destruction deck generally.

1. Liquid Metal Coatings, plus artifact destruction cards. You turn lands, everything into artifacts, then destroy. Only problem is that semi often enough Liquid Metal Coating doesnt come out often enough, even with Ancient Stirrings, and constant Mulliganning, which leads to not being able to do anything.

2. Using 3,4,5 cmc land destruction cards. Only problem is these cards, with 1 exception(Wrecking Ball, Befoul), dont destroy other stuff like creatures. So have to put in non land destruction removal, to deal with creatures, enchantments, etc, which uses up enough slots to not have enough land destruction cards to semi consistently destroy land often enough(need at least 19 Land destruction cards at extreme minimum)

3. A combination of non Liquid Metal based land destruction cards mixed with Liquid Metal Coatings, Artifact destroyers. This is probably the best way, but only problem with it, is that need cheap enough cmc cards that both destroy land and artifacts, and that at least destroys a land if Liquid Metal Coating not out. Problem is the cheapest, best of those type of cards, was a 4 cmc Wreak Havoc. And that was way too slow. Then Pillager that does the same as 4 cmc, Wreak Havoc, Demolish, but that is 3 cmc, instead of 4 cmc, got reprinted for Modern Format. The reason why Stone Rain, at 3 cmc not good enough, is that it does not destroy both a land and a artifact like Pillager does.

Without BOTH Pillager, Boom/Bust, instead of Stone Rain, this deck would be too semi inconsistent, too semi slow, work. Also I was trying to use a 2,3 of, of Wreak Havoc, in addition to Boom/Bust, Stone Rain, that did the same as Pillager, but was 4 cmc, instead of 3 cmc, but that was slowing deck down a bit. Once took out, changed Stone Rain, Wreak Havoc, into, for Pillager, instead, the deck sped up a bit, was more consistently faster, better, earlier with the Land Destruction.


DECK BREAKDOWN:


The deck has 63 cards, 24 lands, and a .3809(38%) Land, Mana Ratio.


CARD CATEGORIES:

(CARD CONCEPT CATEGORIES, is, are something I learned from EDH Commander. In that format, you build 100 card, singleton deck. The thing with that, is that there is almost no diffence between having 4 separate 1 of's, each 2 cmc, each that destroys a creature, but each with a different card name, and 4, 2 cmc Doomblades that also destroy creatures. So in this example either way there would be 4, 2 cmc creature destroyers in the CREATURE DESTROYER CARD CONCEPT CATEGORY IN A DECK.)

LAND DESTRUCTION:

23 cards:

Non Liquid Metal Coatings Land Destruction, Non Artifact destruction:

19:

Pillage(destroys both Land, Artifacts): 4 of. Boom/Bust: 4 of. Wrecking Ball: 3 of.

Acidic Slime: 3 of. Primal Command: 2 of. Incendiary Command: 2 of.

Brutalizer Exarch: 1 of.

Liquid Metal Coatings Artifact, Land, Everything, Permanents, Creatures, etc, Destruction:

12:

Reckless Air Strike: 2 of. Oxidize: 2 of. Pillage: 4 of.

Acidic Slime: 3 of. Hoard Smelter Dragon: 1 of.

CREATURE REMOVAL:

19:

Non Liquid Metal Coating Creature Removal:

7:

Wrecking Ball: 3 of. Incendiary Command: 2 of. Reckless Air Strike: 2

Liquid Metal Coating Creature Removal:

12:

Same 12 Liquid Metal Coating, Artifact, Land Destruction.

Pump: 0: None

RAMP:

8:

Mana Dorks:

8:

Birds of Paradise: 4 of. Simian Spirit Guide: 4 of.

Recursion, Graveyard Use(To reuse Land Destruction):

3:

Charmbreaker Devils: 1 of. Goblin Dark Dwellers: 1 of. Eternal Witness: 1 of.

Search Tutor:

3:

Primal Command: 2 of. Brutalizer Exarch: 1 of.

Lifegain:

2:

Primal Command: 2 of.

Card Draw:

2:

Incendiary Command: 2 of.

Board Wipe:

2:

Incendiary Command: 2 of.

Burn, Direct Damage to either creature, to Foe life total:

2:

Incendiary Command: 2 of.

Discard:

2:

Incendiary Command: 2 of.

Semi Finishers:

6:

Incendiary Command: 2 of. Brutalizer Exarch: 1 of.

Charmbreaker Devils: 1 of. Hoard Smelter Dragon: 1 of.

Goblin Dark Dwellers: 1 of.

Fetch Lands(To help thin deck, shuffle deck, improve draws, to combo with Boom/Bust:

11:

Bloodstained Mire: 4 of. Wooded Foothills: 4 of. Verdant Catcombs: 3 of.

Indestructible Land:

3:

Darksteel Citadel: 3 of.(To help Boom/Bust)

Total Boom/Bust Targets:

14:

Boom/Bust Tech combo:

Use Boom to blow up Opp's land and either Target Darksteel Citadel, or Target a Fetchland. When Boom targets your own fetchland, you can in response, activate fetchland, to search for a Mountain(Stomping Ground, etc, and the like counts as a mountain rhat can be fetched this way), Forest, Swamp. This makes it so that Opponent loses a land, but you dont lose a land when Boom targets Darksteel Citadel, an or a Fetchland like Wooded Foothills.

Sorry for how long this is. But it is Spaced Out for better readabilitt, thus adding to length.

Thanks for taking the time to view, read, comment, +1, etc, the deck, when, if do that.

Also when, if like the deck, please like the deck. This will help me, others, Assess deck, and help the deck to be seen, viewed, read, commented, etc, because usually decks without +1's, sometimes get ignored.

Also when, if comment, and +1 the deck, because like the deck, when, if also post a link to your deck, I will try to also view your deck, and +1 the deck, when, if I like the deck, and comment on, about your deck.












How to Play

1. Mulligan if have to. But shouldnt have to Mulligan a lot.

2. Use the Fetch lands to help improve the draw, help Boombust.

3. Use a Sideboard. Deck is weaker VS Hordes, Swarms, Incendiary Command, and SlagStorm, Trinisphere from Sideboard. Deck weaker vs Affinity for Artifact Decks, so use Shatterstorm, and Trinisphere. Also Weaker against Infect, so use Melira, and Trinisphere for that. Deck weaker against Delve, Graveyard decks, so use Leyline of the Void, Surgical Extraction, and Primal Command to put their Graveyard, back into deck. Use Autumn's Veil, Leyline of Lifeforce, against counterspells. Also Bait and Switch Counterspell decks. Also important to Mulligan, till get good draws vs decks that weaker against.

4. Always use the smaller cmc Land Destruction first. Save the bigger cmc until later.

5. Try to save Wrecking Ball for creature Removal, if can, but use it for Land Destruction if have to.

6. Try saving Eternal Witness to get a Charmbreaker, semi Finisher back, but if have to use it to get a Land Destruction card back, then that what do.

7. Rest is pretty much straight forward, destroy lands starting on turns 1,2,3, then continue while getting out semi finisher.

8. Even just 1,2 lands is, can be enough to either counter, remove a semi finisher, get out a creature, etc. So dont think "Its only 1, 2 land, so I will get a semi finisher out instead of destroying that 1 land, and will destroy it later.".

Deck Tags

  • Land Destruction
  • Modern
  • Jund
  • Control
  • Mana Ramp
  • Gruul
  • Budget
  • Competitive

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,447 times.

Mana Curve

Mana Symbol Occurrence

0035223

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Pilag Char Deus Boom LD Primer

I have done about 3333 to 25000, 20 turn sample hands to test draws. Turn 1, Land Destruction happens about once per every about 25 to 50 games.

Turn 2 Land destruction happens about 75% to about 89% of the time.

Land destruction, on the rare times it dont happen turn 2, happens no later then turn 3, 99.999% of the time. Land destruction not happening until turn 4 should never ever happen, and wont happen, unless .00001% of time the worst draw ever hits.

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Posted 24 September 2019 at 11:25

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I consider a deck under a S100 to be at least a semi BUDGET deck, so that why I put the budget tag on. The deck cost about $80 to buy, so I will be buying it very soon, as soon as can afford it.

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Posted 24 September 2019 at 11:30

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Also when, if like the deck, please remember to +1 the deck, when like it. Also when post your decks, I'll Try to view, comment, and +1 decks, when, if I like a deck.

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Posted 24 September 2019 at 11:34

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I was going to click the unloved deck for this deck, to get it visibilitt, but I accidentally misclicked the unloved button on another deck. Wish there was a way I could undo that.

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Posted 24 September 2019 at 11:43

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Also when I Titled the Deck Pillag T1 Template Article, Example, I mean the deck is a kind of template, example, with a article like intro, breakdown, etc.

I didnt net deck this deck. This is a deck that I came up with, based on other land destruction decks, I have done, and loosely semi derivatively based off of ideas I have gotten from others decks, and from ideas, suggestions, advice from others, combined with my own ideas, etc.

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Posted 24 September 2019 at 12:08

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Also for those who say a deck must never ever have more then 60 cards:

Sometimes going over 60 cards is necessary.

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Posted 24 September 2019 at 12:13

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This deck is also posted on another site, and got some good suggestions. Thats why that made changes. Deus of Calamity is really good.

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Posted 28 September 2019 at 09:54

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Made some slight tweaks, changes to help with the consistency of getting the semi finishers out to help semi control board, help to semi lock down the game, and to help semi finish the game. while still not taking away the consistency of destroying lands.

I think that did that, and the sample hands, sinulated games, playtesting, etc, seems to show that the consistency has been improved.

My thought process on why changed the 1 of Brutalizer Exarch into 2 Hoard Dragons, instead of 1 Hoard Dragon, is that not only improved consistency, but also still have 2 Primal Commands to help search out creatures(Brutalizer Exarch searches out creatures), and going from 20 Land destruction cards down to 19, is ok. And altho Exarch helps search up Hoard dragon, I would rather draw a Hoard dragon, then play it, then use it which usually takes 2 turns(1 turn to cast, 1, next turn to use), over, then to draw Exarch, play it(1 turn), search up Hoard dragon(1 turn), play Hoard Dragon next, 1 turn, then use it next, 1 turn, for 3 turns to use Hoard Dragon thru Exarch, vs 2 turns to use Hoard Dragon via drawing Hoard Dragon.

So its better to have 2 Hoard Dragons, over, then to have 1 Exarch, 1 Hoard Dragon.

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Posted 02 October 2019 at 04:57

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Got deck down to 60 cards, 23 lands. Didnt think it would be poosible, and still have all the necessary, at least minimum needed parts. But the deck does have the needed parts and works very consistently to destroy lands out turns 1,2,3, and consistently gets out a Acodic Slime Calamity, Hoard dragon, Charmbreaker, turns 2,3,4,5. Deck often nukes 3,4,5 lands in a row starting turns 1,2,3, and leaving opponent with 0, 1 land, and ramp up to 4,5,6 lands, with either 1 bird or 1 simian or 1 bird and simian or 2 birds

And if a opponent does get out a creature, its usually killed within 1 to 4 turns. and if a creature of mine is coubtered, destroyed, then have more creatures, and Land destruction cards, and if necessary i can use the man land, and Kessig Wolf Run to win with a Bird or Ape or slime if necessary.

But that said deck can goto to 61,63,65 cards if that were to be needed to make deck work.

Deck can either be at 60 cards, but if want a 3rd wrecking ball, instead of 2 wreck balls, for better creature destruction, 1 more land destruction card, then can go with a 61 card, 23 land deck.

Either way at either 60 cards, 2 wreckballs, or 61 cards, 3 wreckballs, either way deck is awesome!

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Posted 03 October 2019 at 14:18

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Changed the 2 Acidic Slimes into 1 more Deus Calamity for 3 Deus Calamity, and 1 more Simian Spirit guide for 4 Simian Spirit guides. Added 1 more Wrecking Ball, for 3 Wrecking Balls, and went to 61 cards, 23 lands.

The changes make it so that Calamity as a semi finisher comes out more often on turns 2,3,4. And the extra Simian Spirit Guide makes it so that better destroy lands turns 1,2,3.

And the reason for 3 Wrecking ball instead of 2, is that 17 non artifact destruction land destruction cards doesnt work. Must have a minimum of 18 non artifact destruction but land destruction cards to work. Also Wrecking Ball gets rid of creatures or land

Playtesting sample hands, games, seems to back up changes.

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Posted 21 October 2019 at 18:30

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Also put in a Cavern of Souls to help with both protecting semi finishers from counterspells, and to help with colored mana washing to help provide the colors needed to cast semi finishers, Calamity.

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Posted 21 October 2019 at 18:33

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Changed the 2 Shattering Spree into 2 more Reckless Airstrikes for 4 reckless airstrikes instead of 2 strikes, 2 Spree's, so that have better consistency with 4 Airstrikes, and because reckless airstrike is better then Shattering Spree. And in order to add another sideboard slot( ltake out 1 of the 4 airstrikes as a sideboard slot to add a sideboard card and go down to 3 reckless airstrikes)

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Posted 22 October 2019 at 06:07

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Posted 22 October 2021 at 16:05

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Why did you necro this deck? It's clear that this user hasn't updated this deck at all since Simian spirit guide was banned.

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Posted 22 October 2021 at 16:27

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Posted 24 October 2021 at 18:51

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Get some help.

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Posted 25 October 2021 at 04:00

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help help am traped in my head

-2
Posted 26 October 2021 at 04:25

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