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The most efficient control deck you can build controls lands not spells.Simple enough to play. Very consistent, but a few bad starting draws for mana can be enough to let things get away against a strong control deck. I think this would be solved with four Karplusan Forest and/or four Birds of Paradise.I haven't played against any artifact decks so I'd be interested to know what would be helpful against non-land mana sources.
You're in control of the tempo of this game. I made this to mess with a buddy who always ran strong blue control by 3rd turn. This deck is tweaked to maximize the probability of a 2nd, 3rd, & 4th turn land sack by running eight 1st turn mana producers and twelve 3 mana land destruction cards. Most cards are 3 mana or less so you can run very lean on lands in play. Despite Red's strong heritage for land destruction, green has an excellent arsenal. The strategy is to drop your opponent's lands right after they put them out. Feel free to ping away at your opponent, or chump block with your 1/1s as need be. This will preserve your life and set up your Werebears as 4/4s for 2. Then you're just waiting to draw into the Terravores for the last punches. Most cards are 3 mana or less so you can get by on minimal land so treat it as an expendable resource and hold land in your hand to discard with Devastating Dreams to soft reset the board early in the game with bad draw, to wipe another mana ramp elf deck, or to pump up Terravores during end-game. I always like to add at least one kill mechanism that can function independently and is multipurpose. Hurricane does that offering non-targeted damage to flyers and to opponents if they stabilize late game.
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I think you need some Demolishes in there just in case of an artifact deck.
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Years later. Thanks for the lookout. I actually typically run this deck without the implodes or Hull Breach listed and with more Creeping Molds for that reason.