[Type 2] 5-Color Land Deck

by SineSwiper on 07 January 2011

Main Deck (84 cards)

Sideboard (15 cards)

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Deck Description

Play with all five colors, using lots of land cards. No basic cards required or needed. Use the land/creature combo cards during the early game, and bring out powerful creatures when you have the mana available. Several Landfall creatures in the deck, and you're practically guaranteed to put a land (or two or three) every turn. If the game lasts too long (which it won't), Emrakul will finish the job.

The Oracle of Mul Daya will ensure that you can put down more than one land card per turn. This will basically cycle through your library for these cards, so even though the deck is rather heavy, the extra weight pays off. These cards also ensure that you put down your land cards directly into the battlefield (though still tapped), and use those valuable next turn draws to pull out creature cards almost every time. (Use that to your advantage with Baneful Omen!) Amulet of Vigor disables the battlefield tapping weakness of all of the land cards. The Crystal Ball works great with the Oracle cards, as the Scry will allow you to immediately put down your lands if the land cycle got stuck on a creature card.

Grazing Gladeharts are in the deck to take advantage of the fast land drops and gain life quickly. Those, along with the Oracles, make the deck a little heavier on the green side, but the lands have been adjusted to compensate. (There is also a slight advantage to black cards as well.)

The Emrakuls make this deck mostly milling proof (have to exile them first). The creatures (and some land, if you're not careful) can be buried, but with so many creatures in the mid-to-late game, some are going to get through, and cards like Avenger of Zendikar, Rampaging Baloths, and Kazuul ensure you get multiple creatures out, much faster than they can kill them. Quicksilver Gargantuans can copy any other creature (including your opponent's), but be careful not to copy Legendaries (kills both) or land-creatures (turns QG into a useless land that ISN'T 7/7). So, overall, the deck is very strong and powerful.

The only weakness to this deck is that, unless you get some double-land drops early, you're probably not going to get any good creatures until Turn 4. Therefore, the sideboard contains low casting Level Up creatures. If your opponent is playing a small creature or quick kill deck, counter it by replacing some of your bigger creatures with the smaller Level Up creatures. These creatures can slow down the damage from small 1-2 powered creatures and can become dangerous creatures in their own right when leveled up. (With a deck containing a lot of land, it doesn't take much to level them up.)

Deck Tags

  • Experimental

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

812141016

Card Legality

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

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