Black Land Destroy Deck.

  • #1
    Hello everybody. First post here, so I don't really know in which section to put this, so sorry in advance.

    I've been playing Magic for ten years but I never really started to look at it as a science, but now I have a little free time I would love if you guys can help me out with this one. I'm not intending to play tournaments (Not a competitive person), but to have a solid deck that can kick some butt in casual magic, as I play pretty much with the same people.

    The deck I've been using for the last 3-4 years is a monoblack land destroying, and I basically tried to win by Iron Maidens or giving the final blows with Demonic Hordes We play in pseudo-legacy format.

    Card list:

    20 Swamp

    Land Destroying:
    4 Sinkhole
    4 Rain of Tears
    4 Choking Sands
    4 Icequake
    4 Rancid Earth

    Creatures:
    2 Demonic Hordes

    Table clean-up and creature removal:

    3 Mutilate
    1 Innocent Blood
    2 Go for the Throat
    2 Contagion
    2 No Mercy


    Others:

    3 Iron Maiden
    4 Dark Ritual
    1 Rhystic Tutor


    And in my sideboard:

    1 Nevinyrral's Disk
    1 Kill Switch
    3 Dread of Night
    3 Perish
    1 Rhystic Tutor
    2 Ensnaring Bridge


    So this is the team. My idea was to put some Corrupts to drain some life since you can get critical damage in the middlegame. Any help in the deck in general will be extremely appreciated. Thanks.
  • #2
    +4 wasteland. +1 stripmine if vintage-legal. Land destruction is about destroying lands as early as possible, and right now this deck can only do that on turn 1 if you manage to draw a dark ritual.

    Cut down on the land destruction. Even land destruction decks don't run this many. Limit it to 12-14, including the wastelands. The idea of land destruction is to destroy lands the first handful of turns, then beat down the opponent. 20 land destruction spells is far more than a handful of turns, and most of these cards will be dead.

    Consider running nether void. Its almost like 3 land destruction spells. Turn 1 to 3, land destructions spells, turn 4 nether void, you win.
    Last edited by mondu_the_fat: 4/17/2012 9:42:18 PM

    "Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn

  • #3
    Quote from mondu_the_fat
    +4 wasteland. +1 stripmine if vintage-legal. Land destruction is about destroying lands as early as possible, and right now this deck can only do that on turn 1 if you manage to draw a dark ritual.

    Cut down on the land destruction. Even land destruction decks don't run this many. Limit it to 12-14, including the wastelands. The idea of land destruction is to destroy lands the first handful of turns, then beat down the opponent. 20 land destruction spells is far more than a handful of turns, and most of these cards will be dead.

    Consider running nether void. Its almost like 3 land destruction spells. Turn 1 to 3, land destructions spells, turn 4 nether void, you win.


    Thanks for the help. Nope, we don't use vintage, and wastelands and nether void seem rather expensive (but not impossible), taking into account that because of living outside the US and in a 3rd world country, cards are really expensive.

    What's the best way to put some corrupts inside? At least some way to gain more life and hit the oponent. Thanks.
  • #4
    Befoul need props when a creature sneaks on to the battlefield.
    Blight is a reasonable alternative to Sinkhole...

    Helldozer could prove a nice companion for the Hordes.
    SELVAXRI! Evil
    King of Misfortune & Master of Rocket Launchers
    "Do ya feel lucky? Because you'd better start runnin' while you still can."
    375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
    Edgar Rice Burroughs, forgotten legend of the word. Cool
  • #5
    I like the idea of Blight.
  • #6
    Quote from mondu_the_fat
    +4 wasteland. +1 stripmine if vintage-legal. Land destruction is about destroying lands as early as possible, and right now this deck can only do that on turn 1 if you manage to draw a dark ritual.

    Cut down on the land destruction. Even land destruction decks don't run this many. Limit it to 12-14, including the wastelands. The idea of land destruction is to destroy lands the first handful of turns, then beat down the opponent. 20 land destruction spells is far more than a handful of turns, and most of these cards will be dead.

    Consider running nether void. Its almost like 3 land destruction spells. Turn 1 to 3, land destructions spells, turn 4 nether void, you win.


    And about the dark rituals, I get your point. There's anyway to accelerate the mana other than dark rituals? Maybe cabal rituals for a second turn...
  • #7
    For legacy, there's lotus petal. chrome mox, and mox diamond. More stable than cabal ritual, and lotus petal is relatively cheap.

    Although, I'd recommend adding some sort of draw engines as well. dark confidant would be ideal, but phyrexian arena would do, as well as sign in blood

    "Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn

  • #8
    Ditch Demonic Hordes.

    Yeah it can destroy a land, but for the same amount of mana you can drop something like Grave Titan.
    MTG Noob
  • #9
    Quote from mondu_the_fat
    For legacy, there's lotus petal. chrome mox, and mox diamond. More stable than cabal ritual, and lotus petal is relatively cheap.

    Although, I'd recommend adding some sort of draw engines as well. dark confidant would be ideal, but phyrexian arena would do, as well as sign in blood


    Lotus Petal seems awesome. But what would you put off to make space for them? And about the phyrexian arena, I thought a lot about it but the fact is that I'm still lacking some life gaining method.Thanks a lot.
  • #10
    But what would you put off to make space for them?
    Like I said, 12 land destruction spells.

    You currently have 22. You have around 10 cards to remove to put it more stuff.

    You can also get rid of the iron maiden -- the problem with iron maiden is that it can't defend you. Usually, a creature is better in that slot.

    Despite land destruction being hated out by most players, land destruction is an incredibly hard deck to play. You have to balance out the land destruction spells with the mana acceleration, defensive spells, and your own kill conditions.

    I have to ask: what do you need lifegain for? None of your spells eat your life, except for contagion, which is pretty minor. Creatures swarming you? In case of creature swarm, then better creature control spells would be a stronger option than lifegain. I'd replace the no mercy, which, at 4cc, might be too late to save you. I'd also repalce the innocent blood, which might end up killing your own demonic horde (of course, that might be intentional). Consider playing gatekeeper of malakir. It kills an opposing creature AND serves as a blocker.

    "Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn

  • #11
    Quote from mondu_the_fat
    Like I said, 12 land destruction spells.

    You currently have 22. You have around 10 cards to remove to put it more stuff.

    You can also get rid of the iron maiden -- the problem with iron maiden is that it can't defend you. Usually, a creature is better in that slot.

    Despite land destruction being hated out by most players, land destruction is an incredibly hard deck to play. You have to balance out the land destruction spells with the mana acceleration, defensive spells, and your own kill conditions.

    I have to ask: what do you need lifegain for? None of your spells eat your life, except for contagion, which is pretty minor. Creatures swarming you? In case of creature swarm, then better creature control spells would be a stronger option than lifegain. I'd replace the no mercy, which, at 4cc, might be too late to save you. I'd also repalce the innocent blood, which might end up killing your own demonic horde (of course, that might be intentional). Consider playing gatekeeper of malakir. It kills an opposing creature AND serves as a blocker.


    Gatekeeper seems nice. Maybe putting the maidens away could be a nice idea. Thing is I'm ussually playing against quickdamage decks, like a mono-red affinity. Sometimes i get cooked with flings and Shrapnel blast. I like the idea of the gatekeeper, but about land destruction spells, lots of times I'm lacking any of them. I tried to play with 12, and they seem to never come out.

    What are your thoughts against affinity decks? The kill switch and the disk saved me quite a few times, but maybe something more solid may work.

    Thanks a lot.
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