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A deck meant to shut down the opponent. Will be testing the mana curve until I make sure it is smooth.
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This is fucking evilllllll.You know near the end of Scott Pilgrim Vs the World, when Ramona says "No he literally has a way of getting into my head" and reveals that chip on the back of her neck, and Scott says "That is evillllll"Like that.
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XD Well, I'm testing it out and it does actually work. So I suppose, yes, it's evil. Joiner adept seems to be great and bad at the same time though. Sometimes becoming my savior for a mana type and others her ability literally doesn't matter.
Harabaz Druid could work instead. Chances are it'll never be adding more than one or two mana, but it's extra mana and filtering instead of just filtering, and it's still a druid. Same mana cost as well. It isn't an elf, which kills the synergy a bit. But mostly only with the elvish archdruid. The harbinger itself adds mana of any color as it is, and the gilt-leaf isn't affected at all.
Weird, with the new site I can't reply to your reply... it all counts as a reply to my original thing.
Yeah, the new way of posting is annoying but... on to your suggestion:I love it. This is definitely going over the joiner adept. I seem to hit the mana symbols I need regardless and with her adding her own mana of any color it will keep the speed. Thanks a lot.
Pretty cool concept. If you wanted an extra evil kicker, you could run pox/smallpox and crucible of worlds. Continuously sacrifice lands and just play them again from your graveyard, and then bring out a Terravore for massive damage.
Hmm. I like the concept though I feel the space it would take to utilize it reliably would deviate from the effectiveness it seems to have now. Early game sinkhole to Hymn to tourach is just awesome at the beginning and the elves end up making for a defense, mana fixing, and a finisher all in one. If you could suggest what to move around I have no problem testing it with your suggestion.
Dr Evil would be proud ! Great concept and like the dual use of elves and druids in the creature base.Looking at the mana curve and the fact you're playing elves, have you considered using Raze for early land destruction? If you add something like Llanowar elves/birds of paradise - play forest and one first turn, second turn land, raze and make sure you tap down for mana first to play something like molten rain or an elf for 3 mana.I play a differently focussed land destruction deck if you'd like to take a look?http://www.mtgvault.com/buzzgsc/decks/landslide-terravore-gr/
I wasn't even aware of raze. Thanks. Though, I'm pressed to put in llanowar elves over something else to really keep the speed however, I know later in the game that wouldn't matter as I would certainly have excess mana. I'll playtest with it and get back with ya to let everyone know if it works or not. Thanks again.Oh and I'll check your deck in a bit.
Id say maybe ditch the elvish archdruid and the harabaz, throw in a couple sensei's divining tops for card advantage, and maybe shrink your red mana destruction just a bit. I dont know the meta you play in, but i ran abrupt decays in my B/G legacy pox deck and that made it pretty insane. Also being able to run mishras factories is nice because alongside crucible of worlds/life from the loam you have reoccurring man lands, and with all the removal you get through smallpox/pox, hymn to tourach, and possibly abrupt decay, you can shut the opponent down early and then steadily beat at em with some factories. urborg, tomb of yawgmoth helps make sure you always have the mana colors for your black disruption spells, and makes your factories tap for black instead of colorless. Dark ritual is pretty nice too, when you can drop a crucible turn one, and then start blowin em up turn two :]
The elvish archdruids and the harabaz druids need to be there so that I have druids for the Gilt-leaf archdruid's ability. I need to have a comfortable amount of druids or else all my control will end up less effective as I struggle to get enough creatures out for the kill. I'm already at 14 creatures as it is but thanks to the Harbinger it makes it much easier. (I play in Legacy as well.) :) The land I would want to run over other colorless lands would be tectonic edge for more land destruction. I don't aim to win fast but rather assuredly. Hmm. I still need to try out some of these other suggestions first however and then I will get back to this. Thanks for the input.
(I play in Legacy as well.)HAyou must be keeping your secret legacy tech off this site, cuz im not seeing any of your decks that are legacy viable
Pretty sure you already said something close to this last time. And then I deleted your trash... and it seems you have nothing better to do than to spread your idiocy and hate. I suppose I don't mind cleaning up after the less fortunate but, do try and tone down on the filthy presence you so seemingly love to have. You're like an annoying disease on my deck just spreading around like a true idiot would.
So far the deck is consistently keeping the opponent to a about 2-3 lands come turn 9 taking into account they have a land to play every turn. This means I when play testing did not count the discard from say hymn of tourach as ever getting rid of a land. I on the other hand would have about 4-5/7 elves needed out and would always have Gilt-leaf archdruid out as well due to drawing him or mostly due to elvish harbinger. I'm liking it so far but will now start play-testing it against other decks of mine head to head to see how it stacks up. Feel free to keep sending advice and I will most likely attempt your suggestions to see if it works. Thanks.
I love it!!!
waaaaaaaaaay too slow.
Control decks aren't suppose to be fast. :P Any deck that faces this deck however will also be playing slow and of course by using the term slow, I assume you are referring to how fast this deck wins. The deck and the speed the spells are played are fast and shut down other decks very fast and effectively however yes, it is slow but not too slow by any means. And of course, as long as you reliably can win almost every time, speed doesn't account for anything.
i am saying its too slow to be a reliable land destruction deck. LD is my favorite type of deck to play. some of your ld is OK. you have sinkhole so you can potentially t2 land destruction which is extremely important. however the only way for you to draw cards is a 5 mana druid, that needs you to play more druids.basically against any decent deck. your going to run out of steam before you can destroy all your opponents land. and meanwhile theyre going to be smashing your face in with 1 and 2 drops. i like that your playing stripmine, but for a casual land destruction deck, this is one of the worst iv seen/if your "winning almost everytime" all that means is your playing shitty players, with shitty decks.
It's actually a turn by turn land destruction netting two lands destroyed many times when I draw a strip mine in one turn. That is fast whether you say it is or not. This is generally starting turn 2 and on. The deck also doesn't need to draw cards else I'd splash blue over the black. I'm instead focusing more on discarding their hand rather than filling mine as it has more synergy with LD. Your second paragraph is also 100% false and any decent player would know that. Breaking it down in a simple way, if I am destroying a land every turn starting on turn 2 on average due to sinkhole or stripmine, on average, the other deck will not draw a land every turn. In fact, starting hands consisting of 2 lands is average and sometimes 3 if you do the check up on tournaments. Believe it or not but you don't get the privilege of assuming your going to draw a land every-time I destroy one to say I'd run out of steam first. Another thing is that, if you DO draw a land absolutely every turn without fail to make it so you can keep reliably having land, you are then NOT drawing cards you need to be able to beat said face in with the one-two drops. Even with having a one or two drop on the field, I will horde my mana and creatures and say I have 11 life by the time I can stop the one drop. Now what? I still win and that's all that counts.Opinion with no purpose (paragraph 3).Your last paragraph just shows ignorance and makes you seem like a player that likes to assume they're going to get a god hand every game. If you weren't going to bother giving suggestions to help rather than show a complex... why bother?
I've now made some changes after many play-tests. Searching for even better land destruction I came across the land strip mine of which can be played like a free land destruction spell in this deck. I've taken out a single Inquisition of Kozilek for Nath of the Gilt-leaf making it so I still have the same amount of druids to run into and gain access to a stronger creature as well as reoccurring discard plus tokens. Easily searched for by Harbinger. Finally, I'll be putting my sideboard together starting with crucible of worlds now that I've added strip mine which would be the best combo yet. Thanks to all those who helped provided their help.
Noticed that I would generally shut down other decks long before I needed the ability to steal all the lands via druids so now I'm changing up the creatures a bit and see how it fares with the changes.
im not gonna lie now that you changed those crappy creatures, and got some early ramp for those 3mana land destruction spells, this is looking alot better!
Played with it some more and found that it STILL wasn't fast enough for the goblin deck. (http://www.mtgvault.com/ViewDeck.aspx?DeckID=413041)He consistently would get out a spike-shot elder every match and sometimes, I just simply wouldn't get something out fast enough to stop him simply because if he got goblin grenade, he would use them end game after hitting me with the elder every turn before. So... because of the change which brings me to a lack of board presence in comparison, I'm hoping that Inferno titan can come in over Helldozer and do the job. Coming in, I'll easily be able to kill off those pesky early drops and be able to keep doing so as well. Also is out of burn range in pretty much every sense.