There's nothing more classic than a red Land Destruction deck.
This deck contains 24 land destruction possibilities. With a small number of creatures that are used as game-finishers, I use Flamebreak, Pyroclasm and Flame Slash to gain control of the board. I use Flame Slash instead of Lightning Bolt because I never use it against players anyways and it counts as a sorcery towards Magnivore's P/T.
Creatures will rarely be stronger than 2 or 3 toughness since I'm destroying lands, stopping my opponent from playing anything big to really hurt me. Once I have them under control with LD and mass removal, the heavy hitting creatures go in to kill. I keep the creatures mid-range to still cast them fairly early.
Sandstone Needle assures me more frequent 2nd turn land destruction, which will completely stop my opponent. Lots of land ensures that I'm never lacking mana (there's nothing more embarrassing than a mana-screwed land destruction deck). Darksteel Citadel is in there only for Boom // Bust. It works with both sides, either targeting my indestructible land for a one-sided turn two LD or leaving me that much farther ahead should I require an Armageddon effect. Unfortunately, It can make Deus of Calamity a bit awkward to cast on occasion.
This deck is not made to kill early; quite the opposite. Late game is where this deck wins, with my opponent still struggling with his resources and me beating them with bigger creatures than theirs.
Great starts for the deck usually consist of turn 1 Sandstone Needle, or a turn 1 mountain into a Citadel and Boom. A second turn Land destruction is not always possible, but board wipes and Flame Slash help survive early turns, on top of creating the much needed card advantage.
Not everyone is a fan of the Needle, but I love the whole set of them (except for the Green one). If you have no relevant turn one play (as is the case for most LD decks), they are a great way to accelerate you to the crucial three mana. It fits very perfectly into the curve, too, allowing you to go 0-3-4-3-4-5-etc., which is exactly where an LD deck wants to be.
I've had much success with this version of the deck, but I'd like to hear your comments! Did I miss anything? What would you change?
I'm told about that combo almost everywhere I post this deck, haha. That or Mycosynth Lattice. As much as the combo is strong, as it deals with any permanents, the problem is that if you have one and not the other, the card is absolutely useless. I have a hard time with that. This would cause one to say "add Myr Landshaper), but paying three mana and having to wait a turn to use the ability is just so bad...
It seems sad to play mono red land destruction and not play Raze, which is effectively a 1 mana strip mine. I can see why it doesn't work here, but I love that spell.
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What about mana rocks to accelerate out your threats while keeping the land desctruction going? Even something like 2 x fire diamond or ruby medallion could be good here.
There is a big difference between Raze and Strip mine: Raze 2-for-1s you, while Strip Mine is a trade. That's a huge difference. Red has enough problems with card advantage as it is, I want to keep away from those cards as much as possible. Hence why Boom // Bust is good; if you get it later in the game, you don't really care about sacrificing a land, if you get it early and have a citadel, you get a cheap LD, because it's part of the effect, not the cost.
Hammer,
That could be an interesting idea! Although Ruby Medallion wouldn't help me cast Deus, the most expensive card in my deck. Running a number of mana rocks would be a good excuse to use something like Inferno Titan... What would you take out to make room for mana rocks?
I think 19 LD spells is a bit excessive and I would cut a few for some more threats/removal. Roiling Terrain costs the most mana out of the bunch, and can't be cast turn 2 so I would shave the Roiling Terrain first. Drawing so much LD isn't a big deal if you're ahead, but isn't great if you can't LD them early enough and the opponent manages to get some board presence.
If you find the mana cost of Deus of Calamity to be color intensive, you could try Hanweir Watchkeep and Instigator Gang as alternatives. The werewolves don't have LD written on them, but they are a pretty quick clock, easier to cast and can survive some sweepers even when unflipped. Once they flip, they won't likely be flipping back to human-form if the opponent is stuck on a few lands. With the curve ending at 4 CMC, you could probably cut a land too.
Slagstorm & Anger of the Gods are a slightly easier to cast Flamebreak if color is an issue. They might put out less damage overall, but being able to cast them on time could prevent you from taking damage.
19 LD is quite a bit, that's true. It does make it very likely that I'll be able to respond to any lands my opponent plays, however. As you said, there's never harm in drawing LD when your opponent has no lands; he/she will eventually draw one, while you'll eventually draw into a win condition. I was thinking about taking out the Roiling Terrain and adding 1 or two Keldon Arsonists, as he can make use of the excess lands I tend to draw in the late game. I was also wondering if there was a finisher or a way that I could use the lands I draw or have in my deck. I'm thinking I would like to try Countryside Crusher as a 2-of, as it's a great late game creature that will also smooth out my draws. Bonus counters from Sandstone Needles. Any other suggestions for finishers? Not to say the ones I have aren't good, but maybe there's something better out there.
I have the Mox Diamonds, so that's not a big deal for me. It would be what to cut. I also like the Jeweled Amulet a lot (maybe even better than the Mox). I don't really want to run any card that causes disadvantage. I've been burned enough times to know better.
Deus is mostly good. He's great for locking down the opponent completely, keeping them from getting more than 1 land ever again. Can't really complain about a 6/6 trample for 5 mana with a relevant ability! The werewolves, while good, I would find perhaps a bit inconsistent. They also are not very strong when trying to control the board.
I have lots of copies of Flamebreak, which is mainly why I play it, as there was nothing else comparable when it came out.
Avalanche Riders might also fit in here somewhere. I've also considered Charmbreaker Devils in land destruction as a late game beatdown. He gives you extra value.
I ran Avalanche Riders for the longest time but eventually cut them for more spells instead. His echo is just too much.
I love those devils, though. 6 mana is a bit steep, however.
I'm getting to the point where there are so many good options that I feel like trying them all. I think what I'll try doing is taking out all the Deus and Magnivores save one of each and adding singletons of each and every one of these suggestions. I think I'll go with Charmbreaker Devils, Inferno Titan, Countryside Crusher, Goblin Razerunners and Stormbreath Dragon or something. Any other suggestions?
Anger of the Gods may be preferable to Flamebreak given that you run several non-red producing lands. Alternatively/additionally, you may consider some Wildfire type cards that will demolish your opponents' mana bases in addition to destroying their lands.
A few Fetchlands like Wooded Foothills and Bloodstained Mire might be helpful because you can target them with Bust and then sacrifice them in response.
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Turf Wound is a roundabout way to slow them down more- after a Boom, stop them from getting another land.
I've always wanted to run Keldon Firebombers in a land-destruction deck; what's more fun then a red pseudo-Balance?
what about Sowing Salts or Ruination to get rid of problem lands permanently? in the current standard, most decks are heavily reliant on non-basics.
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I haven't had enough problems casting Flamebreak over Deus, so making the purchase and switch just for that doesn't seem worth it. If I can trade for them, that would be something I'd be more interested in.
I LOVE Wildfire. It is seriously one of my favorite cards of all time. Nothing beats mass land destruction and mass removal rolled up into one card. I hand-collated Kai Budde's winning Wildfire list from 1999 and played that thing over and over and over. I made countless knock-off variants and used his mana base (artifact-based) in countless decks. What an inspiring player and card. However, I find that it requires one to build around it (obviously), while my list allows me to be much more flexible. It also gives the opponent a smaller window to react to my strategy than if I ramp into this huge spell, provided I'm LDing from the early turns. You just made me want to pick up my Wildfires again, good sir. Thank you.
Selvaxri,
I toyed around with Turf Wound and the likes, and the only one I found playable was Pardic Miner. It can make for a really interesting deck though. Keldon Firebombers would likely only hit me with its ability, since the opponents' land count should be below three at all times. In my personal metagame, some players simply play so few non-basics that Sowing Salt runs the risk of being dead. It would be a powerful option in a more developed and consistent environment. While Wildfire is bonkers even by today's standards, Devastating Dreams just causes way too much card disadvantage with the added (random) discard. I'd prefer to go even bigger with Destructive Force.
This deck contains 24 land destruction possibilities. With a small number of creatures that are used as game-finishers, I use Flamebreak, Pyroclasm and Flame Slash to gain control of the board. I use Flame Slash instead of Lightning Bolt because I never use it against players anyways and it counts as a sorcery towards Magnivore's P/T.
Creatures will rarely be stronger than 2 or 3 toughness since I'm destroying lands, stopping my opponent from playing anything big to really hurt me. Once I have them under control with LD and mass removal, the heavy hitting creatures go in to kill. I keep the creatures mid-range to still cast them fairly early.
Sandstone Needle assures me more frequent 2nd turn land destruction, which will completely stop my opponent. Lots of land ensures that I'm never lacking mana (there's nothing more embarrassing than a mana-screwed land destruction deck). Darksteel Citadel is in there only for Boom // Bust. It works with both sides, either targeting my indestructible land for a one-sided turn two LD or leaving me that much farther ahead should I require an Armageddon effect. Unfortunately, It can make Deus of Calamity a bit awkward to cast on occasion.
This deck is not made to kill early; quite the opposite. Late game is where this deck wins, with my opponent still struggling with his resources and me beating them with bigger creatures than theirs.
3 Magnivore
4 Deus of Calamity
Land Destruction (19)
3 Boom // Bust
4 Stone Rain
4 Molten Rain
4 Pillage
4 Roiling Terrain
3 Flame Slash
2 Flamebreak
4 Pyroclasm
Lands (25)
1 Strip Mine
4 Sandstone Needle
4 Darksteel Citadel
16 Mountain
Great starts for the deck usually consist of turn 1 Sandstone Needle, or a turn 1 mountain into a Citadel and Boom. A second turn Land destruction is not always possible, but board wipes and Flame Slash help survive early turns, on top of creating the much needed card advantage.
Not everyone is a fan of the Needle, but I love the whole set of them (except for the Green one). If you have no relevant turn one play (as is the case for most LD decks), they are a great way to accelerate you to the crucial three mana. It fits very perfectly into the curve, too, allowing you to go 0-3-4-3-4-5-etc., which is exactly where an LD deck wants to be.
I've had much success with this version of the deck, but I'd like to hear your comments! Did I miss anything? What would you change?
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I'm told about that combo almost everywhere I post this deck, haha. That or Mycosynth Lattice. As much as the combo is strong, as it deals with any permanents, the problem is that if you have one and not the other, the card is absolutely useless. I have a hard time with that. This would cause one to say "add Myr Landshaper), but paying three mana and having to wait a turn to use the ability is just so bad...
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There is a big difference between Raze and Strip mine: Raze 2-for-1s you, while Strip Mine is a trade. That's a huge difference. Red has enough problems with card advantage as it is, I want to keep away from those cards as much as possible. Hence why Boom // Bust is good; if you get it later in the game, you don't really care about sacrificing a land, if you get it early and have a citadel, you get a cheap LD, because it's part of the effect, not the cost.
Hammer,
That could be an interesting idea! Although Ruby Medallion wouldn't help me cast Deus, the most expensive card in my deck. Running a number of mana rocks would be a good excuse to use something like Inferno Titan... What would you take out to make room for mana rocks?
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To ensure that you do LD them early on, you could add some cards which help cast a turn 2 Stone Rain more consistent. Some tradeoffs are that they may lower the sorcery count for Magnivore (eg. Jeweled Amulet, Desperate Ritual, Pyretic Ritual), some of them aren't very budget-friendly (Chrome Mox, Mox Diamond), and some are card disadvantage (Simian Spirit Guide, Rite of Flame, Lotus Petal, Skirk Prospector). Playing G mana dorks would be a decent & budget option, but they don't quite work with the sweepers in the deck.
If you find the mana cost of Deus of Calamity to be color intensive, you could try Hanweir Watchkeep and Instigator Gang as alternatives. The werewolves don't have LD written on them, but they are a pretty quick clock, easier to cast and can survive some sweepers even when unflipped. Once they flip, they won't likely be flipping back to human-form if the opponent is stuck on a few lands. With the curve ending at 4 CMC, you could probably cut a land too.
Slagstorm & Anger of the Gods are a slightly easier to cast Flamebreak if color is an issue. They might put out less damage overall, but being able to cast them on time could prevent you from taking damage.
I have the Mox Diamonds, so that's not a big deal for me. It would be what to cut. I also like the Jeweled Amulet a lot (maybe even better than the Mox). I don't really want to run any card that causes disadvantage. I've been burned enough times to know better.
Deus is mostly good. He's great for locking down the opponent completely, keeping them from getting more than 1 land ever again. Can't really complain about a 6/6 trample for 5 mana with a relevant ability! The werewolves, while good, I would find perhaps a bit inconsistent. They also are not very strong when trying to control the board.
I have lots of copies of Flamebreak, which is mainly why I play it, as there was nothing else comparable when it came out.
Thanks for the comments and suggestions!
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I love those devils, though. 6 mana is a bit steep, however.
I'm getting to the point where there are so many good options that I feel like trying them all. I think what I'll try doing is taking out all the Deus and Magnivores save one of each and adding singletons of each and every one of these suggestions. I think I'll go with Charmbreaker Devils, Inferno Titan, Countryside Crusher, Goblin Razerunners and Stormbreath Dragon or something. Any other suggestions?
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UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
Anger of the Gods may be preferable to Flamebreak given that you run several non-red producing lands. Alternatively/additionally, you may consider some Wildfire type cards that will demolish your opponents' mana bases in addition to destroying their lands.
A few Fetchlands like Wooded Foothills and Bloodstained Mire might be helpful because you can target them with Bust and then sacrifice them in response.
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I've always wanted to run Keldon Firebombers in a land-destruction deck; what's more fun then a red pseudo-Balance?
what about Sowing Salts or Ruination to get rid of problem lands permanently? in the current standard, most decks are heavily reliant on non-basics.
I agree with Wildfire- cards like Wildfire and Devastating Dreams can be a board sweep
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Wildfire393,
I haven't had enough problems casting Flamebreak over Deus, so making the purchase and switch just for that doesn't seem worth it. If I can trade for them, that would be something I'd be more interested in.
I LOVE Wildfire. It is seriously one of my favorite cards of all time. Nothing beats mass land destruction and mass removal rolled up into one card. I hand-collated Kai Budde's winning Wildfire list from 1999 and played that thing over and over and over. I made countless knock-off variants and used his mana base (artifact-based) in countless decks. What an inspiring player and card. However, I find that it requires one to build around it (obviously), while my list allows me to be much more flexible. It also gives the opponent a smaller window to react to my strategy than if I ramp into this huge spell, provided I'm LDing from the early turns. You just made me want to pick up my Wildfires again, good sir. Thank you.
Selvaxri,
I toyed around with Turf Wound and the likes, and the only one I found playable was Pardic Miner. It can make for a really interesting deck though. Keldon Firebombers would likely only hit me with its ability, since the opponents' land count should be below three at all times. In my personal metagame, some players simply play so few non-basics that Sowing Salt runs the risk of being dead. It would be a powerful option in a more developed and consistent environment. While Wildfire is bonkers even by today's standards, Devastating Dreams just causes way too much card disadvantage with the added (random) discard. I'd prefer to go even bigger with Destructive Force.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio