Land Destruction (Take 2)

by maxtheape on 03 October 2011

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (3)


Sorceries (2)

Instants (6)

Fog4xFog

Artifacts (4)

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

I've rather heavily revised my "Innistrad Land Destruction" deck after playing demonstrated how woefully ill-protected the deck left itself. This is a new try with a few significant alterations.

The "trick" to this deck is the recursion of a random sorcery/instant (land destruction spells in this case) at the beginning of my upkeep with the Charmbreaker Devils.

The biggest change to the deck is the addition of two Karn Liberated's, and the exchange of the four Invader Parasite's for Hanweir Watchkeep's. As it turns out, you CAN have too much land destruction in your deck. Needed more to keep me alive until the LD starts really rolling. The 2R for a 1/5 defender who turns into a 5/5 attacker if my opponent (or myself) doesn't/can't cast anything is an excellent fit for the deck. It does mean that my Ratchet Bombs can become dangerous to myself, but if there is a three casting cost creature out there that my 1/5 can't stop, it's probably worth the sacrifice.

Additionally, I've gone up to 21 lands with the inclusion of 2 Ghost Quarter. This is a bit of a test for now. Killing a land in a land destruction deck should net me a land ratio gain, not deficit. But, I've found that I slow down around turn 6-7. I don't really need more than 5 mana, so if I've got a land destruction card in hand the Ghost Quarter ensures the destruction of two of my opponents lands to one of my own.

For those who didn't see it the first go around, let me say again how AWESOME Surgical Extraction is. Being able to exile all copies of anything I kill (including non-basic lands) is fantastic. Tapped out to Mana Leak my Beast Within? Let's remove all Mana Leaks from your deck at the cost of a scant 2 life to me. Fair trade. Ghost Quarter + Surgical Extraction = loss of up to four land for my opponent at the cost of one land and two life to me. Again, fair trade.

I would love to get some feedback, so if you have any suggestions or critiques, please post them.

Deck Tags

  • Land Destruction

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 3,253 times.

Mana Curve

Mana Symbol Occurrence

0041031

Card Legality

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

Deck discussion for Land Destruction (Take 2)

I really don't like ghost quarter in any deck honestly. I'd give it some second thought. I like this version more than your last though. Not a huge fan of charmbreaker devils though.

0
Posted 03 October 2011 at 04:07

Permalink

I'm not too sure about the Ghost Quarter's either. In simple draw testing, they haven't got in way, but I'm afraid they might. I'm thinking about dropping them in favor of a single Swamp and two Viridian Emissary's as chump block land grabbers. As for the Charmbreaker Devils, I like the land lock they can create. I need some sort of beef to the creature base and they give me the added bonus functionality. I may yet get rid of them, trusting to the Hanweir Watchkeep to deal the damage for the deck. If I drop both Charmbreakers and the 3 Ghost Quarter's, I could add 1 Swamp and 4 Emissary's. That could an effective route to go.

Thanks for the feedback.

0
Posted 03 October 2011 at 04:49

Permalink

I might not see the point as you do, but it is supposed to be land destruction right? With Ghost quarter and land destruction on your side, they put out that dual land you destroy it. They have the option to search for a basic land but if you are holding, or have a ghost quarter laying in wait, they will seriously have to think about searching for land. Also if you are using Leonin Arbiter, they will have to pay even more to search for a land. The bonus to that is they have to tap 2 more mana just to replace the one you destroyed. Ghost Quarter is the new Tectonic Edge.

0
Posted 03 October 2011 at 11:56

Permalink

I really wanted to like Ratchet Bomb in this deck, but it's just to easy to foil. Out they come, in go Viridian Emissary's. Chump blockers who speed up my access to mana. Also, one Swamp fetch-able by the Emissary's to help with the Surgical Extractions.

0
Posted 03 October 2011 at 16:07

Permalink

The deck list does not reflect it, but I'm toying with swapping out all 4 Llanowar Elves if favor of 4 Daybreak Rangers. I'm drawing useless elves/birds turns 6+ and often more than I need of them in my opening hand. It's purely experimental at this point.

0
Posted 03 October 2011 at 19:48

Permalink

Maybe use Caravan Vigil and Regrowth for the mana acceleration.

0
Posted 04 October 2011 at 08:02

Permalink

I've actually considered Infernal Plunge for mana acceleration. Sac a Viridian Emissary to get RRR and a tapped land. I've also considered Mycosynth Wellspring. Caravan Vigil (and the others I considered) have possibilities, but I worry about their lack of an alternate use later in the game.

0
Posted 04 October 2011 at 14:30

Permalink

why not use rampant growth?? thats way better than emissary i think.. i have a deck like this also.. and i use 4 liquimetal coating and ancient grudge to destroy anything, but i aim for blue mana first.. but surgical and charmbreaker is a good idea here though.. keep up the good work ^^

0
Posted 18 October 2011 at 17:57

Permalink

Since i dont have the Karns, i am at a loss what to sub in for them. Otherwise the deck is very solid for my meta

0
Posted 07 November 2011 at 20:47

Permalink

If you don't have the Karn's, I'd consider either main-boarding a fourth Beast Within, and a third Charmbreaker Devils. If you don't have re-usable land removal, having more reliable access to pull the ones you do have back would help. Alternatively, you could main-board two Ratchet Bombs. Hopefully, your opponent isn't getting anything higher than a two casting cost creature out. They're a little dangerous as the deck runs so many one casting cost creatures, but if once you hit six land, you don't need the mana producers anymore. The Watchkeep can handle most of the defensive work for you.

0
Posted 09 November 2011 at 15:34

Permalink

After reading the thread here and the last thread that you posted the link to this one in, and getting some feedback on my own LD deck i went and completely gutted the one i had and came up with this. If youve got time to take a look and let me know what you think id really appreciate it! I used to run Acidic Slime along side Roaring primadox to keep being able to play acidic slime but it was proving to be way to costly and unless i was able to keep them down to 3 or 4 lands by the time i got it going i was pretty much fighting to stay alive so i took them out and went a different root. What youll see below is the new idea and ill be play testing it later this week when the cards come in. thanks again! thinking of getting some surgical extractions for my own.

http://www.mtgvault.com/jnmugno/decks/land-destruction/

0
Posted 02 July 2013 at 17:40

Permalink