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This deck has been viewed 358 times.
unfortunately, this build is a little too slow to be competitive. you mana curve and spell choices pretty much dictate that you wont kick into action until turn 4, and by then its already too late. its pretty much essential that you drop a land death spell on turn 3 and then again on 4. if you do that, you should have enough control of the game to pull it out. otherwise, you will have given the opponent enough time to get something going, and then its too late to stop it on the field.believe it or not, dingus egg is a waste of time. you should be able to get some damage off of it, but its no where near efficient enough to justify its place in most decks. it wont win you the game, and it wont hurt the opponents land base. on top of that, being 4 mana is a killer. you will have to wait till turn 5 minimum for it to be effective, and by then its too late in most cases.arc runner is a bad choice for a beater win condition. it will only give you 5 damage, and then its done. very unreliable. you would be better off with a win condition that is more reliable and sustainable. firewing phoenix is one of the best creature choices for red for this purpose as its super hard to keep off the field. the best possible win condition in this deck would be bitterblossom. drop that sucker turn 2, and never look back as you swarm the field while the opponent is basically helpless.
Thank you very much, I know the mana curve is a problem right now and I dont know many other cards that destroy lands before turn 4
ill build this deck the way I would do it, and you can check it out
Awesome, let me know when it's completed. Thank you.
here are 2 of your optionshttp://www.mtgvault.com/dknight27/decks/legacy-land-destruction-2/http://www.mtgvault.com/dknight27/decks/legacy-land-destruction/