CtE could work if you were willing to add Hatching Plans but that's a real stretch, if there were CtE 5-8 it'd be worth looking into. I don't think Spirit Guides are worth it though.
So far from reading this post 2 of the most important cards just for the red aspect of this deck are missing. Sowing Salt and Valakut the Molten pinnacle
"A prince must imitate the Fox and the Lion, for the Lion cannot protect himself from traps and the Fox cannot defend himself from wolves. One must therefore be a Fox to recognize traps, and a Lion to frighten wolves." -- Machiavelli
Glad to see some people still interested in this. I've still been working on a couple of different lists like these all the while. And there have been other ideas and cards found and all of that so I will update the opening post soon with major updates and test findings over the last few months.
Most recent list posted by Infowarrior is something similar to what I've been testing so stay tuned! Will address the recent posts with questions when I can while I'm at it.
This deck went 3-1 on 7/11. While not strictly 'land destruction', it's definitely the theme that it runs with and it's all about the land destruction/mana denial.
This deck went 3-1 on 7/11. While not strictly 'land destruction', it's definitely the theme that it runs with and it's all about the land destruction/mana denial.
Flagstones can now provide 2 white mana instead of 1. It's even better now. And it's a great Boom target as well.
Tap the one in play for w, play the new one and sacrifice the one in play, tap the new one for w. Compared to previously, tap the one in play and when the second comes into play, they both go in the yard.
I'm really interested in the deck idea, and I think I'm going to play test a UR version tonight. Initially I was against Tamiyo, the Moon Sage, but turn five Tamiyo followed by Frost Titan and then Wildfire/Bust is great. I also think wildfire is much better than Bust because it acts as a board sweeper to all the pesky creatures your opponents play before destroying all their lands. Then Frost Titan can attack without having to worry about blocks.
Do you think its worth playing with Akki Blizzard-Herder? I think its really good to have especially if you're playing against aggro and you're using Darksteel Citadel. It's better than Stone Rain in my opinion.
Worst case scenario: Your opponent uses a kill spell at the end of your turn and its like you just played Boom.
Best case scenario: You use it to block, prevent some damage, and a Boom trigger happens.
Other likely scenario: Your opponent doesn't attack.
If I get anything else from playtesting I'll be sure to post.
Since Herder says sacrifice that won't work with Darksteel Citadel.
On another Note, i would up the count of pyroclasm effects here, since Gruul Affinity and alikes are a thing.
Ah, thanks. What about Sea's Claim vs. Spreading Seas? It's disruption turn one instead of cantrips. Downside, they can play a fetch and don't crack it till the end of your turn. Upside, you have something to do turn one. Downside, you don't draw a card.
Every so often I've thrown up a thread around my version of Ponza. And it seems to be wildly different from what most people try to run when it comes from modern land destruction. Yet the heart of it has survived through multiple iterations of the deck, and proven itself time and again to work, not sure why nobody else considers trying it.
Between Crack and SSG, the deck can be VERY aggressive in its denial compared to most other LD decks. Will force the game to a stall almost assuredly and very quickly, which is why the core win-con centers around Planeswalkers. Trinisphere and Mana Tithe are taxes that just can't be paid by an opponent who is behind in land count. I could talk a lot more about the deck and the choices and why I'm playing what, but I have posted the list before and I don't want to type all that out if there's no interest in it.
What made you choose Chandra's Phoenix? I don't see a ton of recursion enablers (4 MB, 7 SB if I see it correctly, and generally you Bolt creatures) nor a great need for a 2/2 flyer. Otherwise I think I understand most of the choices, sweet deck! Especially Chandra copying LD appeals to me.
edit: oh right, plainswalkers, not just instants/sorceries recur Phoenix. Disregard this, I can't read
Yeah, but you're right. Phoenix is not the most reliable tbh. It and Koth are the most recent additions to the deck, so they might be weak links. Haven't played the posted version all that much. But I will stand by most of the rest of the deck as working well together.
A land denial + land destruction deck, Basically u ramp the mana up fast with some cheap mana dorks and get Blood Moon up early to secure a win and proceed on with land destruction using Sundering Titan or Sylvan Primordial with Conjurer's Closet by constantly returning those 2 to the battlefield.
Did some gold fishing, ya could probably get blood moon out on turn 3 to lock it the board down, but it maybe abit slow for modern.
The only issue I see with fetches is that you actually need 3 mana since the fetch won't produce any mana.
Any thoughts on running Crack the Earth, potentially with Simian Spirit Guide? Has the potential to be a T1 Stone Rain.
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Are you serious. You want to waste three cards on turn 1 just to destroy (maybe) one land.
It's two cards: Simian Spirit Guide and Crack the Earth.
Also, if you have Flagstones out and a red source it's likely a similar effect to Boom.
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CtE could work if you were willing to add Hatching Plans but that's a real stretch, if there were CtE 5-8 it'd be worth looking into. I don't think Spirit Guides are worth it though.
Im loving mine that I tossed together quickly.
4 Arid Mesa
1 Marsh Flats
6 Plains
4 Clifftop Retreat
4 Flagstones of Trokair
4 Sacred Foundry
3 Ajani Vengeant
1 Elspeth, Knight-Errant
2 Pyroclasm
1 Wrath of God
4 Stone Rain
2 Molten Rain
4 Blood Moon
2 Magus of the Moon
2 Baneslayer Angel
3 Lightning Helix
4 Lightning Bolt
2 Gideon Jura
4 Boom/Bust
2 Pillar of Flame
1 Pyroclasm
4 Simian Spirit Guide
2 Rest in Peace
1 Lightning Helix
3 Leyline of Sanctity
2 Magus of the Moon
2 Sowing Salt
Most recent list posted by Infowarrior is something similar to what I've been testing so stay tuned! Will address the recent posts with questions when I can while I'm at it.
4 Arid Mesa
4 Clifftop Retreat
4 Flagstones of Trokair
1 Marsh Flats
1 Mountain
6 Plains
4 Sacred Foundry
Creatures (4)
2 Baneslayer Angel
2 Magus of the Moon
Other Spells (32)
3 Ajani Vengeant
4 Blood Moon
4 Boom // Bust
1 Elspeth, Knight-Errant
2 Gideon Jura
4 Lightning Bolt
3 Lightning Helix
2 Molten Rain
2 Pillar of Flame
2 Pyroclasm
4 Stone Rain
1 Wrath of God
3 Leyline of Sanctity
1 Lightning Helix
2 Magus of the Moon
1 Pyroclasm
2 Rest in Peace
4 Simian Spirit Guide
2 Sowing Salt
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
With the new legend rule does Flagstones actually do anything useful now?
edit: nvm boom target
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Tap the one in play for w, play the new one and sacrifice the one in play, tap the new one for w. Compared to previously, tap the one in play and when the second comes into play, they both go in the yard.
Do you think its worth playing with Akki Blizzard-Herder? I think its really good to have especially if you're playing against aggro and you're using Darksteel Citadel. It's better than Stone Rain in my opinion.
Worst case scenario: Your opponent uses a kill spell at the end of your turn and its like you just played Boom.
Best case scenario: You use it to block, prevent some damage, and a Boom trigger happens.
Other likely scenario: Your opponent doesn't attack.
If I get anything else from playtesting I'll be sure to post.
On another Note, i would up the count of pyroclasm effects here, since Gruul Affinity and alikes are a thing.
4 Simian Spirit Guide
3 Chandra's Phoenix
Spells (20)
4 Lightning Bolt
4 Crack the Earth
4 Molten Rain
4 Boom//Bust
4 Stone Rain
4 Trinisphere
Plainswalkers (5)
3 Chandra, the Firebrand
2 Koth of the Hammer
Lands (24)
4 Ghitu Encampment
4 Flagstones of Trokair
4 Sacred Foundry
4 Scalding Tarn
2 Arid Mesa
6 Mountain
3 Volcanic Fallout
4 Lightning Helix
4 Mana Tithe
Between Crack and SSG, the deck can be VERY aggressive in its denial compared to most other LD decks. Will force the game to a stall almost assuredly and very quickly, which is why the core win-con centers around Planeswalkers. Trinisphere and Mana Tithe are taxes that just can't be paid by an opponent who is behind in land count. I could talk a lot more about the deck and the choices and why I'm playing what, but I have posted the list before and I don't want to type all that out if there's no interest in it.
Yeah, but you're right. Phoenix is not the most reliable tbh. It and Koth are the most recent additions to the deck, so they might be weak links. Haven't played the posted version all that much. But I will stand by most of the rest of the deck as working well together.
I'm going to do some more testing and then post my UR list, then I'll try a RW list.
Did some gold fishing, ya could probably get blood moon out on turn 3 to lock it the board down, but it maybe abit slow for modern.
4x Elvish Archdruid
4x Elvish Mystic
4x Llanowar Elves
2x Sundering Titan
3x Sylvan Primordial
4x Farseek
3x Frenzied Tilling
4x Stone Rain
Instant (6)
4x Lightning Bolt
2x Searing Spear
10x Forest
6x Mountain
4x Rootbound Crag
Enchantment (3)
4x Blood Moon
Artifact (2)
2x Conjurer's Closet
Modern : Huh?
EDH : UBGW Thrasios / Tymna Combo UBGW // GRW Mayael Big Stuff GRW // GU Edric Timewalkers GU