Start typing a card name and use the auto-complete feature to quickly select the card you're trying to add. Enter a quantity and add that card to your sideboard!
Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.
Ah, land destruction, one of the most hated strategies in Magic. Not just because it's mean, but because it sucks to lose to, mostly because it seems like a no-brainer to put together.Doesn't mean it can't be good....
We already covered red (http://www.mtgvault.com/jre47/decks/scorched-earth) and black (http://www.mtgvault.com/jre47/decks/cursed-earth) land destruction in this short series. The final color to cover is one you normally think of as encouraging land play rather than destroying them, but nature, I suppose, has a mean streak too. You guessed it: we're talking about green.Green actually has a past that includes some fantastic land destruction cards, like Ice Storm and Kudzu. Then it mostly went away for a while before popping up again early in Modern's history...and most of this deck reaches back there, since the only land destruction green has really had in recent years is Acidic Slime (though he is admittedly awesome).One interesting thing about Modern green land destruction is that much of it is not limited to just lands. While even the best red and black land destruction is mostly confined to lands and MAYBE one other card type (typically artifacts), green really branches out. Creeping Mold and the aforementioned Slime can also zap artifacts and enchantments, and Bramblecrush and creatures like Mold Shambler and Nessian Demolok are even less restrictive, hitting ANY noncreature permanent. (Then consider Stampeding Wildebeests, who is simply brutal with those "enter the battlefield" creature abilities, and can trample smaller creatures underfoot.) This gives green a considerable advantage that red and black lack: versatility.The only thing lacking a target on their back is opposing creatures. Fortunately, yours can take care of them in the red zone. Slime also happens to have deathtouch, Wildebeests is a ton of trampling fun, and Demolok can get quite beefy if your opponent tries to hold on to the few lands they have left and pays tribute to it. Add in regeneration from Wrap in Vigor and Asceticism (as well as hexproof in the latter case), and you've got a very dangerous fighting force on your hands.The other quick things: with Mwonvuli Acid-Moss and Overgrown Battlement, you've got some decent ramp, which helps with the rather high costs for most of this stuff. (Otherwise, this is much slower than the red and black versions.) And in the artifact department, Dingus Egg was once again too good to leave out.Sideboard has Marshdrinker Giant, which can be swapped in for Demolok vs blue and black, and Spreading Algae which just HOSES black. Feast of Worms has some unique legendary land hate, Beast Within is a catch-all killer that includes creatures in its target list, and Fog is your best bet to hold out against heavy aggro.And that's it for this series...unless I decide to make a Jund land destruction deck. Hmmmmm....
This deck has been viewed 807 times.