gR Land Control

by brokntoster on 30 March 2015

Main Deck (52 cards)

Sideboard (0 cards)

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Deck Description

Keep your opponents from casting anything. The hard way.

How to Play

Ramp early, blow lands up midgame, and smash face late.
Priority list:
1) Get trinisphere out. Most of your deck costs 3 or more, and combined with dorks and the acid-moss you should be ahead in mana anyway.

2) Do everything you can to keep them under 3 mana. The boom//bust combos well with Wooded foothills as you can sac in response and snag their land for 2 mana if trinisphere isn't out yet.

3) Keep your field alive. Make sure to save beast within for planeswalkers and creatures that will either win the game or tear your nonland mana up (Preemptively destroying an Urza land isn't a bad idea either though).

4) Dungrove elder will whittle early and annihilate lategame. If you have enough mana one of my favorite plays is to swing with Daddy Dungrove, sac to Uncle Garruk for the draws, then play another Big Daddy to keep your board and hand big and strong.

5) Try not to get punched in the face after you drag a game on for an hour and a half where an opponent has to keep passing their turn.

Deck Tags

  • Land Destruction
  • Control
  • Gruul
  • Rogue
  • Land Destruction
  • Gruul
  • Control
  • Rogue

Deck at a Glance

Social Stats

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This deck has been viewed 850 times.

Mana Curve

Mana Symbol Occurrence

0001341

Card Legality

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

Deck discussion for gR Land Control

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