Hey new to MTG salvation here, had the idea to create a R/G Land destruction deck. I was looking for some feedback because ive fixed the ramp problem that i had with this deck now the only real problem here is that i get creature starved at times or i get flooded. Maybe i need something to cycle not exactly sure what though any help would be awesome. I want to be able to burn someones land ideally by turn two because going from 2 mana to only 1 is huge when going into turn three. The goal of the overall deck was to be able to lock people out by turn three and by turn four be able to either stall their attack enough to where i could summon imperiosaur which is a 5/5 creature for about 4 mana and finish them off hopefully.
As far as Land Destruction goes, it never seems to pay off as a viable strategy. Most the cards cost too much and it plays slow. But instead of being a naysayer I will see what I can do to help the cause!
I would start by suggesting you drop Imperiosaur for Blastoderm It's the same stats and cost, but you can use mana dorks to pay for it and it has Shroud! The Vanishing isn't too big a problem either.
As far as better choices:
Frenzied Tilling is better than Reap and Sow. It does the entwine for less mana.
Icefall seems to work well since you have Eldrazi Spawns to sac and if you add in Blastoderm then that's another creature that can synergize with Recover. Maybe go with that over Acid Moss.
If you want something to Cycle then Violent Impact seems good and it has the added option of destroying an artifact.
With all the mana dorks and land fetching I would also suggest using Raze. It's the cheapest Land Destruction spell there is and losing a land while your ahead isn't much of a downside.
Ive definetly had people reply to me and tell that it isnt very effective, but ive played this deck with plenty of other people and have had some decent success. i think the limiting factor here is if i can get enough mana by turn two or three to completely negate the opponents moves by destroying their lands.
That being said i do really like blastoderm and frenzied tillings those seem like much more viable options! i also didnt know about icefall and that seems like it would be a great help when it comes to keeping creatures on the field of play! thanks!
There are two important hallmarks of the archetype that the deck doesn't run right now.
First is the Arbor Elf/ Utopia Sprawl combo. Many decks even run Wild Growth on top of it. Essentially, if you have Arbor elf on turn 1 and follow it up with a Utopia Sprawl on turn 2, you have 4 mana on turn 2, which opens up what you can cast in this deck a lot.
Second is Ulamog's Crusher as your curve topper. Since a lot of your LD is also ramp and you are running so many elves, it's not impossible to see a Crusher come down on turn 4-5. In other scenarios where you've been denying the opponent their resources, Crusher's annihilator is just the finisher you need.
A good potential inclusion is Wall of Roots. It's a great blocker and ramps you up well, too.
I actually had Utopia Sprawls within this deck i removed it for lighting bolt because i need a bit of burn to help keep me alive in case i get stuck in the early stages. i think the problem with the elves that i might have to change is that they are really prone to boardwipes, i might switch out a set for Blood Briar. Also i need faster ramp, rather than large ramp if i can get that fast ramp going by turn two or three i can lock my opponent out hopefully.
Creatures:
4 Elvish mystics
4 Llanowar elves
4 Imperiosaur
4 Nest Invaders
4 Orcish Lumberjacks
Spells:
4 Lightning bolts
4 Mwonvuli Acid Moss
3 Reap and Sow
4 Khalni Heart Expedition
4 Molten Rain
2 Rolling terrain
Lands:
5 Mountains
2 Gruul Guildgate
4 Evolving wilds
8 Forests
As far as Land Destruction goes, it never seems to pay off as a viable strategy. Most the cards cost too much and it plays slow. But instead of being a naysayer I will see what I can do to help the cause!
I would start by suggesting you drop Imperiosaur for Blastoderm It's the same stats and cost, but you can use mana dorks to pay for it and it has Shroud! The Vanishing isn't too big a problem either.
As far as better choices:
Frenzied Tilling is better than Reap and Sow. It does the entwine for less mana.
Icefall seems to work well since you have Eldrazi Spawns to sac and if you add in Blastoderm then that's another creature that can synergize with Recover. Maybe go with that over Acid Moss.
If you want something to Cycle then Violent Impact seems good and it has the added option of destroying an artifact.
With all the mana dorks and land fetching I would also suggest using Raze. It's the cheapest Land Destruction spell there is and losing a land while your ahead isn't much of a downside.
That being said i do really like blastoderm and frenzied tillings those seem like much more viable options! i also didnt know about icefall and that seems like it would be a great help when it comes to keeping creatures on the field of play! thanks!
First is the Arbor Elf/ Utopia Sprawl combo. Many decks even run Wild Growth on top of it. Essentially, if you have Arbor elf on turn 1 and follow it up with a Utopia Sprawl on turn 2, you have 4 mana on turn 2, which opens up what you can cast in this deck a lot.
Second is Ulamog's Crusher as your curve topper. Since a lot of your LD is also ramp and you are running so many elves, it's not impossible to see a Crusher come down on turn 4-5. In other scenarios where you've been denying the opponent their resources, Crusher's annihilator is just the finisher you need.
A good potential inclusion is Wall of Roots. It's a great blocker and ramps you up well, too.
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