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A simple, cheap, and budget Landfall Deck that is great for beginners and experts alike to play for fun - Easy to pick up and play with a variety of spells and creatures - Don't have to worry too much about mana as Landfall generates lots - Cheap and effective. No rares and few uncommons - Standard Legal
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i would take out the panoramas for terramorphic expanse
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This is a really cool build, I agree with putting expanses in and then just adding fetch lands if you have them. I can see how this deck can rush an opponent real fast, good job.
Also I'm not a huge fan of the hedron scrabbler I thi k I would put in buffs instead of them to help get damage done faster.
Yea, too much panoramas seems kinda bad for this deck. Main reason is it costs 1 mana + tap&sacrifice itself (so basically cost 1 mana and 1 land) to landfall while terramorphic exapanse cost only (1 land), but terramorphic doesn't have the tap to add 1 mana. I also tried it out and liked red a lot more so I'm thinking of changing the deck and sideboard a bit too do its job of aggro even faster and put grazing gladehearts and hedron scrabblers on sideboard. +0 Adventuring gear (side -> deck) +0 Grazing Gladeheart (4 deck -> side) +0 Zektar Shrine Expedition (4 side -> deck) +0 Basic Land Slight change -3 Band Panorama +3 Terramorphic Expanse
I'm also attempting to build this deck because of how fun it sounds. I'm interested in how it has played for you so gladeheart didnt work out? I am glad about the zankar shrines but I think you should have some buffs in there to further cause mass damage specially if they add trample.
Everyone keeps saying to drop the panoramas and add more terramorphics but fail to see that they already have 4 so they cant add more. I would suggest [url=http://magiccards.info/10e/en/288.html]Rampant Growth[/url] or [url=http://magiccards.info/m10/en/169.html]Borderland Ranger[/url]
Lol the reason you see 4 is because he updated his deck after seeing what those people had commented :P Those I think are good suggestions but now that you have mentioned them something like Sakura Tribe Elders come to mind... Not only would it be a free block but at any time or when blocking sac it and get the land you need to buff creatures.. This is also an excellent idea to do when on teh defensive or to buff your enchantments to get those last needed counters. I think I am going to add this to my deck and see how it plays.
Well the reason I took out gladeheart was to test it on a 100% pure aggressive mode. It didn't turn out that well because it is easily defeatable because it relied on creatures for 100% damage. Well wines of vastwood can protect your creatures from target spells and pump them, but it doesn't give trample. Colossal Might gives them trample and pump, but doesn't protect them from target spells. So its a trade-off for defense or offense. Rampant Growth - Is not needed, 1G for one land while I have 8 land searches spells and 10 land search lands seems a bit excessive. Borderline Ranger - Is decent and could be replace Grazing Gladeheart if you want to be more aggressive. Sakura Tribe Elder - Is not standard legal Though play testing this deck I found that it is just too easy to be beated if I focus on creatures too much, so I will think to add in some basic burn removals.
-1 Adventuring Gear -2 Explorer's Scope Too focused on creatures makes it easily beaten +2 Grazing Gladeheart Life gain is good against Jund decks that focus on losing life to deal damage faster to you. Also it can be used to attack your opponent and not having to worry about blockers because these gain life for the damage you take. -1 Khalni Gem Too costly for its effect of return 2 lands, tap for 2 mana is not that useful in a landfall deck. -2 Zektar Shrine Expedition Nice card to use as a finisher, but copies seems a bit too much +4 Burst Lightning Cheap 2 damage target spell. Can be kicked for 4 damage. +2 Naya Charm Well it's actually not bad and not too hard to cast with landfall fetching pretty much all the colors of the rainbow for you. The effect is really good and you get to choose ONE out of 3 GOOD EFFECTS! +1 Soul's Fire Mind as well make that crazy buffed up creature with landfall do its thing again? A sure finisher and in most cases overkill. Relies on creatures but can be used as an instant and works well with Vines of Vastwood -2 Vines of Vastwood Too much of these just clogg up your hand to be full of spells and no creatures. Only works if you have a creature so I decreased them. + Minor land changes
Final changes - Minor edit on Grazing Gladeheart and Steppe Lynx +4 Wild Nacatl One mana for a 1/1, 2/2 with mountain or plains, and 3/3 with mountains and plains? Sign me up for 4! -All Zektar Shrine Expedition I found it to be just a way for an opponent to easily kill it, (1/1 first strike beats it, 1 damage spell beats it... well pretty anything beats it). Mind as well have a creature that doesn't take 3 lands to fall to make it and doesn't die in end of turn. +1 Intimidation Bolt Well it's a life saver and a creature removal all in one! 2 effect for 1 card is always nice. Combine it with Naya charm for a free swing at your opponent next turn! Sideboard Info -Plains Well more plains because Sideboard consists mostly of white spells right? -Qasali Pridemage 2/2 with exalted and the ability to sacrifice and destroy an artifact and enchantment. The solution to artifacts and enchantments, along with a slight help on beating up your opponent. -Valeron Outlanders Good against anything that runs black, which is fairly common in standard. Good against Putrid Leech, good against any black removal. Run this guy and watch black creatures feel helpless. -Celestial Purge Great for Red and Black Decks (like.. Jund!). Great for anything red and black. Great because it's cheap. And great because it's like a "destroy any non-land permanent for 2 mana" against decks that run red and black.
why so few plains? i know you have like 500 bzillion other cards to get the plains' out, but why only 2?
Because I don't really need to first turn cast Steppe Lynx. Forest and Mountains are more important because I have more spells that require it and with Forests I can cast spells that fetch lands. All I need is basically one card to fetch me a plains and I'm pretty much set for my white mana. None of the my spells costs double white mana.