Land Destruction

by LittleFiery1 on 02 January 2015

Main Deck (60 cards)

Sideboard (15 cards)

Instants (3)

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Deck Tags

  • Land Destruction
  • Standard

Deck at a Glance

Social Stats

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This deck has been viewed 963 times.

Mana Curve

Mana Symbol Occurrence

012101417

Card Legality

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

Deck discussion for Land Destruction

I really like the idea of land D, but I don't know if it will work as 4 colors, and I'm not sure if the cards are available to make it work with 3 or 2, and by work I mean work well... I was toying with a build that was Temur, and then looking at a g\b\r\. My initial concern is the lack of land D spells. When there were three 4 drop land D spells, it was mostly viable. I don't know if two is enough. You need to hit the mana dork on 1 or 2 to ensure a T 3 land D spell, followed up by a T4 land D spell. Before rotation I think I was running Demolish, Deso Plague, Bramblecrush, and Frenzied Tilling. But now that half of those cards aren't standard legal, it's making things tough.

My most recent ideas obvioulsy include the Ember Swallower, Demo and the Plague, but then the Nessian Demolok and Destructor Dragon... but the 5 cmc and 6 cmc are just really expensive- they might be too expensive.... even with 4 caryatids and mystics... I was splashing the blue for the Ascendency and Treasure Cruise. The Ascendency makes the Demolok really strong because if they don't pay tribute then they lose a land and if they do, he gains haste and you draw a card... the Ember Swallower draws you a card, and I think I was running the Polis Crusher to also draw a card... it ran ok, but still missing a few cards to really work.

The g\r\b version never really took off... 6 was too much for the land D spell- even if it hits a creature too... I think the Midrange decks are good enough to be able to power through the available land d cards in a deck like this....

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Posted 12 February 2015 at 14:53

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I don't think land destruction works in standard because you need to reliably hit them with destruction. All destruction does is hold them back a turn in terms of mana so its useless against aggro and with turn 3 being your earliest reliable destruction then control can stall you. What you need is an end game, a reason why you are stalling their mana curve. E.g if your stalling them for a drop like ugin then fine but land destruction for the sake of it wont work, just like control without an end game.

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Posted 12 February 2015 at 21:13

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I agree with the reliablity issue- If you're on the play a turn 3 ld spell keeps them at 1 land, with another follow up on 4, and hopefully on 5. 6 you play the Ember Swallower and 7 you Monsterous... but there aren't enough LD spells to consistantly support that. You need the Bramblecrush (or another 4 cc LD spell) to have twelve 4 drop LD spells. Additionally, I think that in a very tempo heavy meta, Land D could be viable.

Also, the benefit of the current LD spells is that they are multi purpose cards. Demolish gets lands and artifacts... the Plague gets land and enchantments. So even if you don't get the optimal draw, they are still useful (although not as efficent) vs other cards like a Whip, or Doomwake, or Coursar, or Ascendency etc. But that's why there has to be better supporting cards, and I'm not sure which, if any, there are.

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Posted 12 February 2015 at 22:14

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Tbh though the utility is a false economy. If you run these cards and target anything other than land then you aren't slowing them down and your using a lot of mana compared to say destructive revelry.

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Posted 12 February 2015 at 22:46

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That's not entirely true. Whereas I certainly agree that using a Plague instead of a destructive revelry is not the most efficent use of mana, you still have access to the tool. No one is going to side board in a Plague vs a Revelry, but with a Land D build, you have that option main deck- 4 times. It's very simular to why people run a one of Reclamation Sage in the main- for that utility.

And you have to consider the target of your Land D spells too. Yes, each land you hit does slow them down, and set them back a turn; however, in the world of 3 and 4 four color mid range decks, you keep hitting the tri-lands and duel lands and they won't just be slowed down, they'll lose the ability to cast spells because they lack a color. And I've used the Plague to hit Coursars, Banishing Lights, Whips, etc with great effect. And unlike a control deck, this type of deck totally punishes a slow draw or low mana hand.

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Posted 13 February 2015 at 13:55

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Ah I had forgotten the enchantment removal also hits enchantment creature. That defiantly has some mileage in it.

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Posted 13 February 2015 at 14:49

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