13 years ago, I can still remember the deck that I ran during local tourneys and before I quit, I had this amazing Land destroyer deck. After I played MTG again when SOI was released, land destroyer was the first thing that came into my mind for my standard deck. But sadly I am having trouble creating a cohesive deck. This is what I came up with so far and I am pretty much stumped as to how I can make it better. There still feels something missing.
instead of Demolish you should use Reclaiming Vines, so you can hit enchantments too. Also, you probably can't get away with 3 Fiery Impulse in the main and 3 in the side
I like the use of Sin Prodder in this, makes your LD stuff hurt if they ship it.
I've also thought about a similar deck, however without the budget constraints. I'm not sure if some of these cards are for budget reason, but heres what I would do as a non budget version, just tweak whatever doesnt fit.
Add +4 Jaddi Offshoot, the lifegain and early blockers will help a lot.
Add +2 World Breaker to finish the playset, they're great, and pretty much your finishers.
Add +2 Sin Prodder to complete the playset, the card draw will force them to answer him, or risk being burned out by him.
Add +1 Crumble to Dust to complete the playset, there are PLENTY of non-basics running around, and you can always just pitch it, you;d rather have it there than miss it.
Add +1 Fiery Impulse to complete the playset mainboard, its your only removal, and you'll need it.
Add +1 Tormenting Voice to complete the playset, CA is nice, it'll help you cycle through meh hands.
Remove -3 Demolish You'll never complete shut them off land currently, you just want to cripple, World Breaker covers this slot.
Remove -2 Greenwarden of Murasa its a good thought, but again, I dont think you'll be able to play LD every turn, you dont need the recursion.
Remove -2 Leaf Glider I dont think you need that much ramp, and I like Oblivion Sower more.
I realize I added more than I removed, but again, you can tweak to what you feel like. Another few thoughts below.
Chandra, Flamecaller is hands down the best finisher for RG Land Destruction, if you can, put her in there.
Another card I thought about in mine is Brain in a Jar. It lets you make all your LD instant speed, and allows you to keep playing other spells while destroying land since it makes them only 1 mana.
I think there is a decent LD deck out there, and my brain keeps going back to toying with the idea, but it hasnt quite got it fully yet. These are some definite starts I'd go with though. Personally I really want to run WR and use Archangel of Tithes in one haha.
I think I'd go the opposite route for creatures in this iteration of Land Destruction. With LD being so slow (nothing under 4 cmc) I'd go with weenie creatures. That gives you early plays if you don't get 2nd turn ramp. It also makes it so you can play a LD and creature on the same turn. I personally think werewolves would probably be best. If you killing their lands, it's a good chance they can't play. You can flip on their turns! Creatures I'd use would be like Village Messenger, Lambholt Pacifist, Insolent Neonate. Stuff like that.
They'd match your 23 Land count a lot better than those huge cmc creatures you have now.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I included the sideboard for the deck as well.
8 Mountain
8 Forest
2 Cinder Glade
3 Game Trail
2 Crumbling Vestige
//Creatures
4 Deathcap Cultivator
4 Leaf Gilder
2 Sin Prodder
2 Greenwarden of Murasa
2 World Breaker
3 Oblivion Sower
4 Volcanic Upheaval
3 Fiery Impulse
//Sorceries
3 Tormenting Voice
3 Crumble to Dust
3 Demolish
4 Structural Distortion
3 Radiant Flames
3 Lightning Axe
4 Revealing Wind
3 Fiery Impulse
2 Roast
Any feedback would be great.
Standard: Larkblue's Competitive Mono Red Aggro
Standard: Larkblue's Competitive Mono Red Aggro
I've also thought about a similar deck, however without the budget constraints. I'm not sure if some of these cards are for budget reason, but heres what I would do as a non budget version, just tweak whatever doesnt fit.
Add +4 Jaddi Offshoot, the lifegain and early blockers will help a lot.
Add +2 World Breaker to finish the playset, they're great, and pretty much your finishers.
Add +2 Sin Prodder to complete the playset, the card draw will force them to answer him, or risk being burned out by him.
Add +1 Crumble to Dust to complete the playset, there are PLENTY of non-basics running around, and you can always just pitch it, you;d rather have it there than miss it.
Add +1 Fiery Impulse to complete the playset mainboard, its your only removal, and you'll need it.
Add +1 Tormenting Voice to complete the playset, CA is nice, it'll help you cycle through meh hands.
Remove -3 Demolish You'll never complete shut them off land currently, you just want to cripple, World Breaker covers this slot.
Remove -2 Greenwarden of Murasa its a good thought, but again, I dont think you'll be able to play LD every turn, you dont need the recursion.
Remove -2 Leaf Glider I dont think you need that much ramp, and I like Oblivion Sower more.
I realize I added more than I removed, but again, you can tweak to what you feel like. Another few thoughts below.
Chandra, Flamecaller is hands down the best finisher for RG Land Destruction, if you can, put her in there.
Another card I thought about in mine is Brain in a Jar. It lets you make all your LD instant speed, and allows you to keep playing other spells while destroying land since it makes them only 1 mana.
I think there is a decent LD deck out there, and my brain keeps going back to toying with the idea, but it hasnt quite got it fully yet. These are some definite starts I'd go with though. Personally I really want to run WR and use Archangel of Tithes in one haha.
GL, let us know how testing goes.
They'd match your 23 Land count a lot better than those huge cmc creatures you have now.