Ok with the recent outbreak of land killing cards in Standard it is my opinion that some decks will opt for a more LD base gameplay. With that in mind here are the variants I have worked out, please remember that these are just rouch cuts of what is to be expected and if you have any suggestion feel free to contribute. :]
This is pretty straight forward its just jund with LD in favor of removal but if the mana situation here improves ill switch the rampant growths with Thrinaxs or Pulses probly the latter. Maybe adding Birds?
Here we have Ranger of Crabs' mill strategy with a few additions of Spreading Seas, Mirage, and of course Tectonic Edge which by the way combos so well with Knight of The Reliquary.
This deck in my opinion doesn't have as much going on as the other two but it has the versatility of Ajani and Naya Charm which both prove very useful.
Wel with all this I can honestly say that LD has a good chance in the Standard meta and I hope I'm wrong but it looks like we'll be seeing alot of them maybe a return from Magical Christmas Land.
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Thrash Till Deth!
"I don't know how you did it but you used Misty Rainforest to get you a swamp.:facepalm:" - Shinigami
after some testing the Bant build seems the most reliable Jund's mana base sucks so if you can fix that its would be great because the grim discovery combo works really well Naya is good especially if you drop down ajani bt the main drawback is it being so slow
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Thrash Till Deth!
"I don't know how you did it but you used Misty Rainforest to get you a swamp.:facepalm:" - Shinigami
Ramp:
Birds of Paradise
Rampant Growth
Explore
Harrow
Trace of Abundance
As well as plenty of burn as removal in red, and big fat creatures to finish the game off. Not saying it is an optimal LD build there by any means, but maybe it at least has potential?
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Decks I am Currently Running:
Standard: UB Tezzeret GW Township Tokens
Legacy: UMerfolk
EDH: WBROros, The Avenger RZirilan of the Claw BUGKarador, Ghost Chieftan BBaron Sengir (in progress)
I'm having some success against my local play group with this list. Looking for side board advice. I would like to play on Saturday standard events at my local store
It's been working very well for me. Every game I play, land destruction starts on turn 3 and continues with at least one land every turn, sometimes starting on turn 2.
I haven't done a lot of testing with pure land d, but usually I like to have a solid, removal-resilient 3-drop that can start beating after I start destroying their lands. It helps that a lot of the land d is in creature form, but something like Sprouting Thrinax, Leatherback Baloth, Great Sable Stag, Woolly Thoctar, even River Boa or something equipped with Canopy Cover can really put the pressure on your opponent.
You might have it covered already, but having your lands blown up while getting beat down is much scarier than just losing land alone.
EDIT: Looking back, I see I missed Knight of the Reliquary in some of the lists up there. How does the deck perform with you getting one out first as opposed to after you start the land d?
As a connoisseur of fun, interesting matches, I still to this day have not been able to craft that "perfect deck"; the deck that I can play and have fun over time, doesn't get boring, but simultaneously is fun to play against. I honestly don't think it exists. It's like a unicorn. A ninja unicorn.
Well with bant I usually tend to have Knight come in before I start breaking land. In this case I use him to accel into LD card or help play ruinblasters/shamblers or maybe if the situation is good enough I tap it to bring in a tectonic edge on their turn and cause some damage
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Thrash Till Deth!
"I don't know how you did it but you used Misty Rainforest to get you a swamp.:facepalm:" - Shinigami
yeah actually another interesting point is that some of these LD decks done really have a solid win con after their land is dead so Uberdylan has a point we need to add something fat to beat their face in
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Thrash Till Deth!
"I don't know how you did it but you used Misty Rainforest to get you a swamp.:facepalm:" - Shinigami
It's been working very well for me. Every game I play, land destruction starts on turn 3 and continues with at least one land every turn, sometimes starting on turn 2.
I like this, the only thing I would worry about is that any very good Tier 1 decks run a slew of removal, Lotus Cobra generally dies early, and sure, Birds generally skate by, but generally if I see land ramp using Cobra and/or Birds, I take this out early.
I been toying with different variations of LD, so far I have done:
Naya
Grixis
Blue/Green
Red/Green
So far I think my favorite is either Red/Green like you have, or the Naya. I really like dropping Ajani Vengeant in the Naya build.
However not far behind is the Blue/Green build, and thats mostly because of the early Land hosing cards like Spreading Seas and Convincing Mirage, but VS decks that run Blue, thats not the best strategy.
In almost al of the Land Destruction I have tried, I have ran Everflowing Chalice. Have you given this a shot? Not alot of people run Art Hate, and not alot of people will really focus on it. Maybe run Cobra and Chalice?
In my Naya build I run Explore and Chalice, and its been working pretty darn good! The other reason I like my Naya build is for Naya Charm, being able to get Roiling Terrain back after you've destroyed a slew of their lands by then.
However, I think your build, and the Red/Green build being only 2 colors makes it faster and probably more consistent!
yeah actually another interesting point is that some of these LD decks done really have a solid win con after their land is dead so Uberdylan has a point we need to add something fat to beat their face in
I think Kazuul, the Tyrant is that guy! Quite simply once you get the Land Destruction going, they swing with whatever few creatures they get out there, you start making 3/3 Giant tokens, they turn into massive beaters.
In my Naya build I was using World Queller, that worked ok too.
In Red/Green, you could use a slew of things like Magma Phoenix, board clearer, recursion, and evasion...
Or how about Goblin Assault?
Terastadon? 9/9 creature that destroys lands and creates tokens from Worldwake.
Avenger of Zendikar, he's a beat stick, creates tokens. makes said tokens bigger.
There are def some good things to use out there.
You could even run Garruk, he serves as a Mana Ramp, and if you got away to make lots of tokens, then he can win with the Overrun ability. Just a thought....
But I think with a good polished list, this could be a STD Rogue bomb deck that just owns them all. I been working hard on diff variations and testing each.
As I said, so far I like my Naya build, but I am leaning on cutting out the White and going Red/Green, or cutting out the Green and going Red/White(Mostly for Ajani Vengeant).
I think you have the naya list all wrong. The thing about land destruction is that it can't start til turn 3 leaving your opponent a turn to drop something hard to remove that you don't want to waste a turn on. Ladies and Gentlemen, Silence
with this deck, you take away any turn 3 play they wanted to make and can start to destroy lands without any word from your opponent.
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[CENTER][/CENTER][CENTER]
EllE:
Because she's the hero standard deserves, but not the one it needs right now... and so we'll chase her... because she can take it... because she's not a hero... she's a silent guardian
I think you have the naya list all wrong. The thing about land destruction is that it can't start til turn 3 leaving your opponent a turn to drop something hard to remove that you don't want to waste a turn on. Ladies and Gentlemen, Silence
I really really like the idea of Silence, but I still want to mana accelerate a little bit. I really like Explore and Chalice combo'd together. Birds and Cobras will see alot of hate, specially after they see what you're accelerating to.
I think if I were going to work Silence in there, I could really pull out DEMOLISH, and maybe drop Queller down to 3 and Day of Judgment down as well to fit in SILENCE.
I'm not real sold on running Day of Judgment, but it works. This deck so far in testing has been very nasty when I start the LD on turn 3. But if I miss that moment, it becomes harder, but thats when Queller really helps to re-accelerate the land destruction back up.
Ajani Vengeant: is an all-star in the Naya LD build IMHO.
I really like the SILENCE idea, and am going to try and work it in.
Few notes on my choices: Acidic Slime OVER Shambler: I used to run both, however I wanted to get the LD out earlier. Shambler is nice, and even turned into a half way good beatstick/blocker. But again, I wanted to get the LD out earlier and Slime does that, and serves as a good ground blocker.
Naya Charm: Absolutely think this is a MUST in the Naya LD deck. Mostly for its ability to pull a card from the GY back to your hand. I don't know how many times I have won games with a finishing Roiling Terrain that I pulled back from my GY after already knocking 6+ lands in their GY. Its good! Not to mention its tap all creatures ability has come in handy as well.
World Queller: I put him in here while I was in search for a decent beat stick. He definitely serves that purpose, and there are times where the deck didn't explode out of the gate the way it should, Queller helps re-accelerate the LD to catch back up. Naya Charm lets me get my lands back, while Chalice lets me use that as some extra help to cast my spells and allow my lands to go at times.
Ajani Vengeant: is the nuts! His Lightning Helix ability to kill creatures once you get their lands down to where they can't do much is nice. And if you go for the ultimate, it goes right along with what we are doing. There you go! It is also good at tapping down a land keeping them from playing stuff, almost as good as Silencing them.
Explore: Semi draw power, and bonus you get to put an extra land into play for cheap. I like ramping the lands up this way better then using the little creatures that most people fear because they know the power of them. IE: The Cobra, people don't generally fear the Birds, but Cobra being dropped, they know you're ramping up to something big and trying to do it quick. Generally doesn't last... Explore has been working wonders for me, took me a little while to get the number of lands right, more often then not I get the extra land drop from Explore and draw a card. If you're mana hosed, but got 2 for Explore, play it, draw a card, if its a land, drop it. Works the same way.
Chalice: Again, since I run Queller, this helps me not get hit nearly as hard when I start killing my lands. Generally all I gotta do is keep 1 red, 1 or 2 green open, and 1 white, and then i'm golden.
I haven't tested Harrow yet, but wouldn't mind checking it out.
If I were to try an LD Variant the first I would do was to test if it could be incorporated into a mill theme. Unlocking blue means you can play Jace, the Mind Sculptor to fateseal your opponent from further land draws (or other problematic spells), and while the Hedron Crab and Archive Trap package can win games on its own, it's the sweet synergy with Roilling Terrain that sells it for me. Basically, topdecking a late Terrain is 10+ damage. Heck, if you're blue enough you could even Twincast it (or any other LD spell) for total dominance. And then top it off with a Creeping Tar Pit package to splash for Blightning.
I was toying with a GRIXIS Theme Land Destruction that toyed with:
Mind Funeral: Mill cards till you hit 4 lands
+
Roiling Terrain: Kill a land, deals damage to how many lands are in GY.
Beyond that, you could run Hedron Crabs, Tome Scour, Traumatize maybe, etc.. etc..
Then the rest was Red/Black removal and Blue bounce/counter.
I ran Magma Phoenix as the ALT win con, being able to kill it dealing 3 to the board as a sweeper, but also as a beater with recursion/evasion as well with sweeping built in.
If I were to try an LD Variant the first I would do was to test if it could be incorporated into a mill theme. Unlocking blue means you can play Jace, the Mind Sculptor to fateseal your opponent from further land draws (or other problematic spells), and while the Hedron Crab and Archive Trap package can win games on its own, it's the sweet synergy with Roilling Terrain that sells it for me. Basically, topdecking a late Terrain is 10+ damage. Heck, if you're blue enough you could even Twincast it (or any other LD spell) for total dominance. And then top it off with a Creeping Tar Pit package to splash for Blightning.
This is kinda what I tried to do with my Bant version of the deck. Using Hedrons and other mill while killing off their land, but I didn't really think getting blightning in with that same type of strategy would work so I didnt really try for a grixis build
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Thrash Till Deth!
"I don't know how you did it but you used Misty Rainforest to get you a swamp.:facepalm:" - Shinigami
I'm testing Lodestone Golem in my Nayan Land Destruction...
My idea behind running Silence, and a little bit acceleration to either hit a Turn 3 Demolish/Roiling Terrain, and then to Silence them from using any of their remaining lands to cast threats. Then repeat, destroy lands, then drop Lodestone Golem which completely locks them out even more, and you continue to repeat, destroy lands.
Lodestone seems like a good idea if you can get him out fast enough, turn 3 demolish sounds great but I'm wondering why you guys aren't running ruinblasters they're really useful.
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Thrash Till Deth!
"I don't know how you did it but you used Misty Rainforest to get you a swamp.:facepalm:" - Shinigami
I personally am a fan of the Tectonic Edge+Grim Discovery package, has anyone else tried this out? I ran it in a vampires deck and it was such a powerful CA combo I thought it would be worth building a deck around and I have been trying to in RWB colors for awhile
Lodestone seems like a good idea if you can get him out fast enough, turn 3 demolish sounds great but I'm wondering why you guys aren't running ruinblasters they're really useful.
Ruinblasters only kill NON-Basics. What do you do when you're up against Vampires, Eldrazi Green, Mono White, Red Deck Wins, Among Others? Those decks don't run many non basics. Although I agree, Ruinblaster is nice sideboard tech VS those decks that do run alot of non-basics, but in my honest opinion doesn't belong in a deck that its primary focus is destroying all their land, not just hosing them with their non-basics and keeping them off casting something horrible. But thats just me, to each his own...
I personally am a fan of the Tectonic Edge+Grim Discovery package, has anyone else tried this out? I ran it in a vampires deck and it was such a powerful CA combo I thought it would be worth building a deck around and I have been trying to in RWB colors for awhile
I have done this, but again, as with Ruinblasters, Tectonic Edge is situational in my opinion, it only kills a non-basic. My Naya Land Destruction is 3 colors, couldn't fit Tectonic Edge, but I run a Mono Black Control deck that uses a combination of Quicksand and Tectonic Edge with Grim Discovery, its pretty sweet. The problem with Black in a deck that its primary focus is killing land, there isn't any great useful land destructive cards in black in my opinion.
A guy in my play group is trying out a R/G land destruction deck running 3 Wolfbriar Elemental as the wincon. I know he runs 4 Rampant Growth and 4 lightning bolt and i believe everything else is land destruction relying on acidic slime's death touch and mold shamblers 3/3 body as further defense. His goal is to hit turn 3 land destruction and ride that every turn. Usually trying to drop a rampant growth turn 2 and again turn 5 or 6 while still playing LD that same turn. He doesn't run Tectonic Edge because he doesn't want the opponent to ever have 4 lands. So far he's done pretty well. His biggest problem is fast aggro decks that can lay down more then 2 or 3 threats by turn 4 and permission decks running 26-27 lands since one timely negate and his tempo is blown. Also, I know the deck only has 4 mountains in it while running 4 rootbound crag so he can get maximum use out of the elemental. So far his sideboard is green/red stompies and earthquake so he can completely change up the game plan after game one if it's a control deck or increase his chances of survival against the faster aggro decks.
Jund LD
4x Goblin Ruinblaster
4x Bloodbraid Elf
3x Mold Shambler
3x Acidic Slime
3x Broodmate Dragon (/Siege-gang or Wildhunt)
4x Lightning Bolt
3x Grim Discovery (This + Tectonic Edge is a combo im testing)
4x Ramapant Growth (This deck's curve is kinda jenk)
4x Blightning
3x Roiling Terrain
2x Bituminous Blast
4x Tectonic Edge
3x Savage Lands
4x Verdant Catacombs
5x Mountain
3x Swamp
4x Forest
This is pretty straight forward its just jund with LD in favor of removal but if the mana situation here improves ill switch the rampant growths with Thrinaxs or Pulses probly the latter. Maybe adding Birds?
Bant LD
4x Hedron Crab
4x Noble Hierarch
4x Knight of The Reliquary
3x Ranger of Eos
3x Mold Shambler
3x Acidic Slime
2x Jace, The Mind Sculptor
4x Path to Exile
4x Spreading Seas
3x Convincing Mirage
3x Archive Trap
Land
4x Tectonic Edge
4x Misty Rainforest
3x Terramorphic Expanse
2x Celestial Colonnade
3x Island
4x Forest
3x Plains
Here we have Ranger of Crabs' mill strategy with a few additions of Spreading Seas, Mirage, and of course Tectonic Edge which by the way combos so well with Knight of The Reliquary.
Naya LD
4x Birds of Paradise
3x Knight of The Reliquary
4x Goblin Ruinblaster
4x Bloodbraid Elf
3x Mold Shambler
3x Acidic Slime
4x Lightning Bolt
3x Path To Exile
2x Naya Charm
3x Ajani Vengeant
3x Roiling Terrain
4x Tectonic Edge
3x Jungle Shrine
4x Arid Mesa
5x Mountain
4x Forest
3x Plains
This deck in my opinion doesn't have as much going on as the other two but it has the versatility of Ajani and Naya Charm which both prove very useful.
Wel with all this I can honestly say that LD has a good chance in the Standard meta and I hope I'm wrong but it looks like we'll be seeing alot of them maybe a return from Magical Christmas Land.
Thrash Till Deth!
"I don't know how you did it but you used Misty Rainforest to get you a swamp.:facepalm:" - Shinigami
Thrash Till Deth!
"I don't know how you did it but you used Misty Rainforest to get you a swamp.:facepalm:" - Shinigami
LD spells/cards:
Tectonic Edge
Goblin Ruinblaster
Acidic Slime
Mold Shambler
Demolish
Roiling Terrain
Ramp:
Birds of Paradise
Rampant Growth
Explore
Harrow
Trace of Abundance
As well as plenty of burn as removal in red, and big fat creatures to finish the game off. Not saying it is an optimal LD build there by any means, but maybe it at least has potential?
Standard:
UB Tezzeret
GW Township Tokens
Legacy:
UMerfolk
EDH:
WBROros, The Avenger
RZirilan of the Claw
BUGKarador, Ghost Chieftan
BBaron Sengir (in progress)
Catch ShadowSketched Magic the Gathering Deck and Card Reviews here.
Thrash Till Deth!
"I don't know how you did it but you used Misty Rainforest to get you a swamp.:facepalm:" - Shinigami
4 Island
5 Mountain
6 Forest
2 Scalding Tarn
3 Misty Rainforest
4 Terramorphic Expanse
4 Rampant Growth
3 Mold Shambler
4 Acidic Slime
4 Lightning Bolt
4 Demolish
4 Roiling Terrain
4 Hedron Crab
4 Into the Roil
2 AEther Tradewinds
I was thinking maybe 4 Vines of Vastwood3-4 Earthquake maybe Spreading Seas?
4 Birds of Paradise
3 Goblin Ruinblaster
3 Acidic Slime
4 Mold Shambler
1 Kazuul, Tyrant of the Cliffs
2 Demolish
4 Roiling Terrain
4 Violent Ultimatum
2 Howling Mine
4 Swamp
6 Mountain
6 Forest
4 Verdant Catacombs
3 Arid Mesa
It's been working very well for me. Every game I play, land destruction starts on turn 3 and continues with at least one land every turn, sometimes starting on turn 2.
Thrash Till Deth!
"I don't know how you did it but you used Misty Rainforest to get you a swamp.:facepalm:" - Shinigami
You might have it covered already, but having your lands blown up while getting beat down is much scarier than just losing land alone.
EDIT: Looking back, I see I missed Knight of the Reliquary in some of the lists up there. How does the deck perform with you getting one out first as opposed to after you start the land d?
Thrash Till Deth!
"I don't know how you did it but you used Misty Rainforest to get you a swamp.:facepalm:" - Shinigami
Thrash Till Deth!
"I don't know how you did it but you used Misty Rainforest to get you a swamp.:facepalm:" - Shinigami
I like this, the only thing I would worry about is that any very good Tier 1 decks run a slew of removal, Lotus Cobra generally dies early, and sure, Birds generally skate by, but generally if I see land ramp using Cobra and/or Birds, I take this out early.
I been toying with different variations of LD, so far I have done:
Naya
Grixis
Blue/Green
Red/Green
So far I think my favorite is either Red/Green like you have, or the Naya. I really like dropping Ajani Vengeant in the Naya build.
However not far behind is the Blue/Green build, and thats mostly because of the early Land hosing cards like Spreading Seas and Convincing Mirage, but VS decks that run Blue, thats not the best strategy.
In almost al of the Land Destruction I have tried, I have ran Everflowing Chalice. Have you given this a shot? Not alot of people run Art Hate, and not alot of people will really focus on it. Maybe run Cobra and Chalice?
In my Naya build I run Explore and Chalice, and its been working pretty darn good! The other reason I like my Naya build is for Naya Charm, being able to get Roiling Terrain back after you've destroyed a slew of their lands by then.
However, I think your build, and the Red/Green build being only 2 colors makes it faster and probably more consistent!
I think Kazuul, the Tyrant is that guy! Quite simply once you get the Land Destruction going, they swing with whatever few creatures they get out there, you start making 3/3 Giant tokens, they turn into massive beaters.
In my Naya build I was using World Queller, that worked ok too.
In Red/Green, you could use a slew of things like Magma Phoenix, board clearer, recursion, and evasion...
Or how about Goblin Assault?
Terastadon? 9/9 creature that destroys lands and creates tokens from Worldwake.
Avenger of Zendikar, he's a beat stick, creates tokens. makes said tokens bigger.
There are def some good things to use out there.
You could even run Garruk, he serves as a Mana Ramp, and if you got away to make lots of tokens, then he can win with the Overrun ability. Just a thought....
But I think with a good polished list, this could be a STD Rogue bomb deck that just owns them all. I been working hard on diff variations and testing each.
As I said, so far I like my Naya build, but I am leaning on cutting out the White and going Red/Green, or cutting out the Green and going Red/White(Mostly for Ajani Vengeant).
4 Birds of Paradise
4 Lotus cobra
Land Destruction
3 Roiling Terrain
3 Demolish
3 Acidic Slime
3 Mold Shambler
Other Denial
3 Silence
2 Lapse of Certainty
3 Ajani Vengeant
3 Oblivion Ring
3 Lightning Bolt
Main Wincons
2 Chandra Nalaar (also great remover)
2 Baneslayer Angel
Lands
3 Rootbound Crag
3 Sunpetal Grove
4 Arid Mesa
2 Misty Rainforest
4 Forest
3 Mountain
3 Plains
2 Tectonic Edge
with this deck, you take away any turn 3 play they wanted to make and can start to destroy lands without any word from your opponent.
EllE:
Silence! Not a bad idea actually!
Here is my Naya LD list:
Creatures: 8
4 Acidic Slime
4 World Queller
Spells: 21
3 Day of Judgment
2 Demolish
4 Explore
4 Lightning Bolt
4 Naya Charm
4 Roiling Terrain
Artifacts: 3
3 Everflowing Chalice
Planeswalkers: 4
4 Ajani Vengeant
Lands: 24
3 Arid Mesa
4 Jungle Shrine
3 Raging Ravine
3 Sunpetal Grove
2 Rootbound Crag
3 Forest
4 Mountain
2 Plains
I really really like the idea of Silence, but I still want to mana accelerate a little bit. I really like Explore and Chalice combo'd together. Birds and Cobras will see alot of hate, specially after they see what you're accelerating to.
I think if I were going to work Silence in there, I could really pull out DEMOLISH, and maybe drop Queller down to 3 and Day of Judgment down as well to fit in SILENCE.
I'm not real sold on running Day of Judgment, but it works. This deck so far in testing has been very nasty when I start the LD on turn 3. But if I miss that moment, it becomes harder, but thats when Queller really helps to re-accelerate the land destruction back up.
Ajani Vengeant: is an all-star in the Naya LD build IMHO.
I really like the SILENCE idea, and am going to try and work it in.
Creatures: 8
4 Acidic Slime
3 World Queller
Spells: 21
4 Silence
2 Demolish
4 Explore
4 Lightning Bolt
4 Naya Charm
4 Roiling Terrain
Artifacts: 3
3 Everflowing Chalice
Planeswalkers: 4
4 Ajani Vengeant
Lands: 24
3 Arid Mesa
4 Jungle Shrine
3 Raging Ravine
3 Sunpetal Grove
2 Rootbound Crag
3 Forest
4 Mountain
2 Plains
Few notes on my choices:
Acidic Slime OVER Shambler: I used to run both, however I wanted to get the LD out earlier. Shambler is nice, and even turned into a half way good beatstick/blocker. But again, I wanted to get the LD out earlier and Slime does that, and serves as a good ground blocker.
Naya Charm: Absolutely think this is a MUST in the Naya LD deck. Mostly for its ability to pull a card from the GY back to your hand. I don't know how many times I have won games with a finishing Roiling Terrain that I pulled back from my GY after already knocking 6+ lands in their GY. Its good! Not to mention its tap all creatures ability has come in handy as well.
World Queller: I put him in here while I was in search for a decent beat stick. He definitely serves that purpose, and there are times where the deck didn't explode out of the gate the way it should, Queller helps re-accelerate the LD to catch back up. Naya Charm lets me get my lands back, while Chalice lets me use that as some extra help to cast my spells and allow my lands to go at times.
Ajani Vengeant: is the nuts! His Lightning Helix ability to kill creatures once you get their lands down to where they can't do much is nice. And if you go for the ultimate, it goes right along with what we are doing. There you go! It is also good at tapping down a land keeping them from playing stuff, almost as good as Silencing them.
Explore: Semi draw power, and bonus you get to put an extra land into play for cheap. I like ramping the lands up this way better then using the little creatures that most people fear because they know the power of them. IE: The Cobra, people don't generally fear the Birds, but Cobra being dropped, they know you're ramping up to something big and trying to do it quick. Generally doesn't last... Explore has been working wonders for me, took me a little while to get the number of lands right, more often then not I get the extra land drop from Explore and draw a card. If you're mana hosed, but got 2 for Explore, play it, draw a card, if its a land, drop it. Works the same way.
Chalice: Again, since I run Queller, this helps me not get hit nearly as hard when I start killing my lands. Generally all I gotta do is keep 1 red, 1 or 2 green open, and 1 white, and then i'm golden.
I haven't tested Harrow yet, but wouldn't mind checking it out.
I was toying with a GRIXIS Theme Land Destruction that toyed with:
Mind Funeral: Mill cards till you hit 4 lands
+
Roiling Terrain: Kill a land, deals damage to how many lands are in GY.
Beyond that, you could run Hedron Crabs, Tome Scour, Traumatize maybe, etc.. etc..
Then the rest was Red/Black removal and Blue bounce/counter.
I ran Magma Phoenix as the ALT win con, being able to kill it dealing 3 to the board as a sweeper, but also as a beater with recursion/evasion as well with sweeping built in.
This is kinda what I tried to do with my Bant version of the deck. Using Hedrons and other mill while killing off their land, but I didn't really think getting blightning in with that same type of strategy would work so I didnt really try for a grixis build
Thrash Till Deth!
"I don't know how you did it but you used Misty Rainforest to get you a swamp.:facepalm:" - Shinigami
My idea behind running Silence, and a little bit acceleration to either hit a Turn 3 Demolish/Roiling Terrain, and then to Silence them from using any of their remaining lands to cast threats. Then repeat, destroy lands, then drop Lodestone Golem which completely locks them out even more, and you continue to repeat, destroy lands.
Discuss?
Thrash Till Deth!
"I don't know how you did it but you used Misty Rainforest to get you a swamp.:facepalm:" - Shinigami
Ruinblasters only kill NON-Basics. What do you do when you're up against Vampires, Eldrazi Green, Mono White, Red Deck Wins, Among Others? Those decks don't run many non basics. Although I agree, Ruinblaster is nice sideboard tech VS those decks that do run alot of non-basics, but in my honest opinion doesn't belong in a deck that its primary focus is destroying all their land, not just hosing them with their non-basics and keeping them off casting something horrible. But thats just me, to each his own...
I have done this, but again, as with Ruinblasters, Tectonic Edge is situational in my opinion, it only kills a non-basic. My Naya Land Destruction is 3 colors, couldn't fit Tectonic Edge, but I run a Mono Black Control deck that uses a combination of Quicksand and Tectonic Edge with Grim Discovery, its pretty sweet. The problem with Black in a deck that its primary focus is killing land, there isn't any great useful land destructive cards in black in my opinion.
Ajani, Realm Razer, and Scepter of Dominance where the cornerstones of that build. It was a killer of the block dominate 5cCascade.