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Basic land destruction with a little bit of ramp.
The main idea is to destroy a land on turn 3 and continually destroy at least one per turn. Once you can stick a Charmbreaker Devils on the board it is usually game over. Predator's Rapport is in the main board to help recoup what damage you take on the early turns, and the sideboard is mostly focused on agro matchups. Ghost Quarter is for control matchups, since they usually aren't running any basic lands.This deck has really worked out well for me in my small group of friends that I play with regularly, and I was hoping to get some feedback on it.
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I like the deck, but I have one question... Why evolving wilds? For the seek and deck churn? Stomping Ground may be better especially since it can come out untapped and it works with arbor elf/farseek for more ramp.
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Yeah Evolving Wilds just ended up being thrown in because I don't have any Stomping Grounds. To be honest, I didn't expect the deck to perform as well as it has, so I wasn't going to drop the money on them when I put it together. I do acknowledge that Stomping Grounds is definitely an improvement, I've found them to not be necessary so far.I also enjoy the fact that between all the cards I have to pull lands out of my deck (Farseek, Evolving Wilds, Frenzied Tilling, and Sylvan Priomordial) and put them into play, combined with the fact that the deck can operate on 20 lands, I hardly draw lands later in the game when it is more important to draw another land destruction spell.Thanks for the feedback!