I've always wanted to play a land destruction deck, but my playgroup hates it. We also have a ramp ramp ramp turns turns turns player that I need to find an answer to. (insert whiny comment about extra turns being ok but land destruction is not here)
I took a look around and found Winter Orb, Static Orb and Land Equilibrium as examples of cards that shut down lands but don't simply wrath all lands from the board. Equilibrium would be the best example of what I'm looking for.
I'm wondering if you guys have any similar suggestions? Anything that negatively affects lands but does not simply destroy or exile all lands at once is on the table.
Bonus points for Jeskai colours and donatability with Zedruu the Greathearted, but will consider other colours too.
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EDH RRGrenzo plays your deck, GGYeva's mono green control, WW9-tails trys desperately for monowhite not to suck RWBUTymna and Kraum's saboteur tribal, UWG Kestia's Enchantress Aggro, RUB Jeleva casts big dumb spells, RGB Vaevictis' big critters can kill your critters hard
Numot, the Devastator is basically what I think you're after. Jam some boots or protection on it and burn as many lands as you want. Worth noting that you don't have to wreck the lands of the person you hit if they have defences up.
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EDH BRGKresh the BloodbraidedBRG, A box of lands and ideas.
Modern: RG Titanshift. A deck made of cards too stupid for EDH.
Retired: Lots. More than I feel you should suffer through or I should type out.
I love running Kamahl for those purposes. The Linvala play is too combo and too stax for my taste and Natural Affinity is too niche. But I love making a board un-wrathable with Kamahl and them making it hit for a ton of damage on the next swing too
Storm Cauldron and Mana Breach make playing ramp spells less effective while having minimal impact on decks with low curves.
I don't think breach would do it here but Cauldron is right up my alley. I also have one lying about from my old GR Omnath deck and it needs a home. Will chuck it in the deck and see how it goes
Numot, the Devastator is basically what I think you're after. Jam some boots or protection on it and burn as many lands as you want. Worth noting that you don't have to wreck the lands of the person you hit if they have defences up.
I think Numot can find a spot in the deck. Currently have no win con and a 6/6 flier that hates lands is a good way to go.
It's not technically land destruction, but Root Maze is pretty effective against ramp strategies and works well with Winter Orb and co. Freyalise's Winds is another pretty effective card in G too.
Neither of these cards would penalize the ramp player for having more lands. We'd all have low mana and they'd still have a lot more mana than us. Cheers for the suggestions though.
I don't know if Ankh etc do enough damage to warrent their spots. Need to come down early or are useless. I'm more inclined to Manabarbs as I'm pretty sure theres some white card that can prevent the damage from hitting me.
Keldon is in the deck. Land D that doesn't totally clear the board seems to be ok with my group.
for example i like tutor-restriction alot as it shuts down into the north style ramp.
aven mindcensor and stranglehold. the later adresses turns aswell. then there is another global blue artifact at cmc4 that does restrict tutoring.
I'm on the tutor-hate plan at the moment, but I feel that this stuff either won't be enough or will be too niche on its own. I also have a thing about wrecking lands specifically.
Worth a try. I expect it might hurt me too much as this deck plans to put a fair few permanents on the table
Territorial Dispute is a little tricky as you want to play green landtutorramp yourself. i rocked this in wortGR.
Too slow and too painful for me. Better to run a tutor for land equilibrium. Annoying that the red land hate enchantment is worse than the blue one =/
the perfect one might be Aggressive Mining as you need to donate it to work and it only shuts that one player down.
Nice find, this one is going right in.
then there is the option to make everyone benefit from one player ramping lands. its the white oath from the oath of druids cycle. cant remember the name.
Oath of Lieges is a great idea. I like the way you think
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EDH RRGrenzo plays your deck, GGYeva's mono green control, WW9-tails trys desperately for monowhite not to suck RWBUTymna and Kraum's saboteur tribal, UWG Kestia's Enchantress Aggro, RUB Jeleva casts big dumb spells, RGB Vaevictis' big critters can kill your critters hard
If you use Storm Cauldron make sure you use Manabond as well. You get to put all your land back on the battlefield in the end step. I have a deck that does this myself.
My two favorites are Natural Balance and Balancing Act for direct anti-ramp removal cards. The former is incredibly fair and basically only really hurts decks that aren't comfortable until they hit 16 lands, the latter is a bit more hit and miss unless your deck is specifically made to be light on permanents.
Wildfire, destructive force, and devastating dreams seem relatively fair. They are kind of in the realm of firebombers in that they don't kill them all and wipe out a lot of creatures. I don't know how frowned upon this particular card is, but if one guy is getting out of hand, you could try wake of destruction. of course, there will be incidental hate, but....
Wildfire, destructive force, and devastating dreams seem relatively fair. They are kind of in the realm of firebombers in that they don't kill them all and wipe out a lot of creatures. I don't know how frowned upon this particular card is, but if one guy is getting out of hand, you could try wake of destruction. of course, there will be incidental hate, but....
While that is true, if you kill the enablers (probably some amount of creatures) early on with some amount of lands, it usually is enough to shut extra turns off. It is especially true if you are running a large amount of artifact ramp, which jeskai will need to do. At this point, donate tricks like aggressive mining completely should about lock them out of the game, certainly out of contention for causing you more trouble with extra turn effects.
That said, how about changing land types if there are many basics? Magical hack and its variants should certainly be a contender, since the change is permanent. Illusionary terrain is only for a limited amount of time, but would be horribly hard to beat. Double your fun if you run solemnity which is just good in edh. If that sort of deck becomes an option, you could also run naked singularity and reality twist. Both are just fine to donate as well and they don't have as much affect on you (realist twist in particular will only swap your plains and mountains color production).
How about equipoise? It's really obnoxious with sands of time. Relatively fair as well, though they will never have more lands than you do at that time. Mana vortex is an old one that is hard to use, but might be interesting with destructive flow. White does it similarly with global ruin.
Cataclysm is pretty extreme, but good at what it does. Someone mentioned sunder, which can be pretty mean with a wheel effect. However, against a ramp opponent my favorite thing is sunder-> blood oath and laugh manically.
I took a look around and found Winter Orb, Static Orb and Land Equilibrium as examples of cards that shut down lands but don't simply wrath all lands from the board. Equilibrium would be the best example of what I'm looking for.
I'm wondering if you guys have any similar suggestions? Anything that negatively affects lands but does not simply destroy or exile all lands at once is on the table.
Bonus points for Jeskai colours and donatability with Zedruu the Greathearted, but will consider other colours too.
RRGrenzo plays your deck, GGYeva's mono green control, WW9-tails trys desperately for monowhite not to suck
RWBUTymna and Kraum's saboteur tribal, UWG Kestia's Enchantress Aggro, RUB Jeleva casts big dumb spells, RGB Vaevictis' big critters can kill your critters hard
Arena Standard
UUUU Tempo, since before it was cool
Various Wx decks running Fountain of Renewal and Day of Glory
Anything I can cram Chaos Wand in to
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
Zo-Zu, the Punisher and Ankh of Mishra and Manabarbs are too.
BRGWTana and TymnaBRGW
RTeneb, the EternalR
UBRNekusar, Mind RazerUBR
Rakdos, Lord of Riots
BGWGhave, Guru of SporesBGW
Aurelia, the Warleader
BDrana, Kalastria BloodchiefB
WBROros, the AvengerWBR
BRGKresh the BloodbraidedBRG, A box of lands and ideas.
Modern:
RG Titanshift. A deck made of cards too stupid for EDH.
Retired: Lots. More than I feel you should suffer through or I should type out.
I love running Kamahl for those purposes. The Linvala play is too combo and too stax for my taste and Natural Affinity is too niche. But I love making a board un-wrathable with Kamahl and them making it hit for a ton of damage on the next swing too
I don't think breach would do it here but Cauldron is right up my alley. I also have one lying about from my old GR Omnath deck and it needs a home. Will chuck it in the deck and see how it goes
Way too lite for my purposes!
I think Numot can find a spot in the deck. Currently have no win con and a 6/6 flier that hates lands is a good way to go.
Neither of these cards would penalize the ramp player for having more lands. We'd all have low mana and they'd still have a lot more mana than us. Cheers for the suggestions though.
I don't know if Ankh etc do enough damage to warrent their spots. Need to come down early or are useless. I'm more inclined to Manabarbs as I'm pretty sure theres some white card that can prevent the damage from hitting me.
Keldon is in the deck. Land D that doesn't totally clear the board seems to be ok with my group.
I'm on the tutor-hate plan at the moment, but I feel that this stuff either won't be enough or will be too niche on its own. I also have a thing about wrecking lands specifically.
Worth a try. I expect it might hurt me too much as this deck plans to put a fair few permanents on the table
Too slow and too painful for me. Better to run a tutor for land equilibrium. Annoying that the red land hate enchantment is worse than the blue one =/
Nice find, this one is going right in.
Oath of Lieges is a great idea. I like the way you think
RRGrenzo plays your deck, GGYeva's mono green control, WW9-tails trys desperately for monowhite not to suck
RWBUTymna and Kraum's saboteur tribal, UWG Kestia's Enchantress Aggro, RUB Jeleva casts big dumb spells, RGB Vaevictis' big critters can kill your critters hard
Arena Standard
UUUU Tempo, since before it was cool
Various Wx decks running Fountain of Renewal and Day of Glory
Anything I can cram Chaos Wand in to
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
Credit to DolZero for this awesome sig!
those spells are all beneficial to ramp decks. I run Tectonic Break in Wort, the Raidmother and Death Cloud in The Gitrog Monster because "sacrifice X lands" benefits the guy with the most lands. What you want is things like Pox or Natural Balance that hurt the guy with the most lands more than everyone else.
That said, how about changing land types if there are many basics? Magical hack and its variants should certainly be a contender, since the change is permanent. Illusionary terrain is only for a limited amount of time, but would be horribly hard to beat. Double your fun if you run solemnity which is just good in edh. If that sort of deck becomes an option, you could also run naked singularity and reality twist. Both are just fine to donate as well and they don't have as much affect on you (realist twist in particular will only swap your plains and mountains color production).
Back to basics and blood moon are pretty solid "fair" nonbasic hate. Red can burn based on land numbers through price of progress and acidic soil.
How about equipoise? It's really obnoxious with sands of time. Relatively fair as well, though they will never have more lands than you do at that time. Mana vortex is an old one that is hard to use, but might be interesting with destructive flow. White does it similarly with global ruin.
Cataclysm is pretty extreme, but good at what it does. Someone mentioned sunder, which can be pretty mean with a wheel effect. However, against a ramp opponent my favorite thing is sunder-> blood oath and laugh manically.
With your winter orb plan, how about frozen aether, kismet, or loxodon gatekeeper? Goes nicely with hokori, dust drinker and rising waters which were also mentioned.
Credit to DolZero for this awesome sig!
Credit to DolZero for this awesome sig!