So, the story of this deck (and it's name) is:
Landestruction is usually not a good strategy in multiplayer, at the very least not with single-use spells like Stone Rain. You'll trade 1 for 1 and hopefully screw a single player (which will be mad at you for the duration of the game and probably beyond) while the others can do what they want. But you'll still see *some* pin-point LD spells in MP aside from Strip Mines/Wasteslands, cards that have a secondary purpose like Muwonulli Acid Moss - you can nuke a problematic land like Karakas but even if there isn't a troublesome land, you'll still ramp mana. Miracoli Acid Moss recently got specially infamous in Duels of the Planeswalkers that some of my dudes play additionally for some reason - it's in about every green deck they make or face and it regularily decides games. I don't play DotP but I heard that casting an Mussolini Ass-Moss regulairly starts flamewars on Skype ;)
That, and one of my buddies tried his hands on a MP-LD deck and failed miserably. So, when they printed Vinecrasher, that's three reasons for me to build exactly that, a single-target-land-destruction-deck for Multiplayer, yay! And since one of the key cards will be Vinecrasher and since my buddies will whine alot when I break out the Mylittli Acid-Moose, I'll aptly christened the deck "Whinercrusher" :)
Okay, the idea is this:
I'll run LD-spells that also ramp my mana or kill other stuff in the process. With the number of lands killed, my victory conditions will grow: Terravore, Roilling Terrain and the titular Vinecrasher. More importantly, Vinecrasher will keep coming back, which is important in a LD deck that typically trades 1-for-1 (card advantage has always been the problem of LD decks).
But since it's me I'll added a subtheme and added lots of 1-ofs, in this case lots of cards that synergize with the fact that Vincecrasher gets +1/+1 counters. See "How to Play" section for a full rundown of card choices and synergies.
DISCLAIMER:
As always,
- this deck is for multiplayer play (usually 2vs2 team if we are 4, Pentagram when we are 5 or 2vs2vs2 when we are 6) against a group of veteran old-farts like me
- cards in the sideboard are cards I consider adding to the deck and/or cards I need to trade for
GAMEPLAN:
The most difficult decision to make is to determine when and who you can afford to piss someone off! The thing is, you'll need to ramp mana and you'll destroy lands in the process, so pissing off players might be unavoidable, but you could try to kill the least needed land and claim you just did so because you needed that extra land. This doesn't apply to team games of course, blast right away in those!
So, when you don't need to be shy, target problematic special lands with priority, things like Karakas, Volrath's Stronghold or whaterever your groups runs. Anything that produces more than 1 mana has to go ASAP! Secondary targets would be duallands, always try to cut someone off of a colour completly.
Most of your guys grow over time in one way or another, even if you fail to shut someone down on mana production, you still have the tools to win a late game! Here a complete rundown:
AVATAR OF THE RESOLUTE:
Just phantastic, don't know why this guy has always been so cheap on the secondary market. Can be considerably huge later in the game since virtually every creature you have will have counters. But don't hesitate to play him early on as blocker/distractor/early beater!
BANE OF PROGRESS:
Your late game answer to annoying control decks and a huuuge beatstick in a typical game! Note that you kill your own stuff, too. You don't have much artifacts and just a single enchantment, so you will usually be fine.
CENTAUR VINECRUSHER
Cornerstone of the deck, every time you kill a land he'll come back and will be even bigger! Of course that costs a lot of mana, which is why ramping is so important.
CHAMPION OF LAMBHOLD
A MP staple. He'll grow and make others unblockable, especially nice with recurring Vinecrashers :)
DEATHMIST RAPTOR
Another recurring creature. Since he has deathtouch, it's another card advantage machine. Megamorph will also contribute to the Avatars.
Note: The current deck doesn't have any other cards that could trigger his recurring ability - I'll have to add (and trade for) more Raptors or add other ways to trigger him. Open for suggestions!
DETRIVORE
Always nice to have one of those suspend-trigger guys since it's an effect each round that the opponet can't do much about. It's also nice to have a creature waiting in limbo because that's probably the safest place to be :P
GYRE SAGE
More mana and yet another creature that grows as the game goes.
SPIKE WEAVER
I should probably run more of these, but that's hard to say, haven't played the deck yet. More counters for the Avatars and solid defence against creature assaults for up to 3 turns.
TERRAVORE
One of your biggest hitters in the end game. Don't play early on, he'll just get bolted for nothing.
VORAPEDE
Technically fits in here because of the +1/+1 ge gets from undying :P Just wanted to play with the one copy I own.
FRENZIED TILLING & JUMANJI ACE-MOSS
LD and manaramp, all this deck is about. See introduction.
RAIN OF THORNS
Yeah, since I run red, I could play Decimate here instead. However, Decimate requires me to have 4 legal targets or I can't cast it. And since mass removal of all kinds are very prelevent in my group, you'll often run into situations where you need to kill something but can't use Decimate because there is no enchantment or something else.
That and you pick up a playset of Rain of Thorns for, like, 15 cent.
ROILLING TERRAIN
Try to keep them for later. It's one of the finishers you've got and the only one that doesn't involve the combat step! This is also important to keep in mind when you have to deal with planeswalkers - you have no direct way to kill walkers, so if creatures are shut down for some reason (not uncommon in my group!), Roilling Terrain will be the only way to get rid of those pesky unloyal bastards!
PULSE OF MURASA
Typically used to get back one of your key creatures and gain life in the process. However, remember that it says "to it's owner's hand", you can actually give back other people's stuff to their hands. This might be need in some multiplayer variants like Pentagram and free-for-alls. It's basically the only card in this deck to make friends. "Hey, buddy, sorry about all that land destruction early on, back then I thought you would be the strongest. But now that Olli is the threat, how about you attack him instead and I'll give you back your dualland or True-Name Nemesis?"
EMERALD MEDAILLON
Early on it means +1 mana but later on it'll come in hand to play two spells in the same turn, espeically when recurring Vinecrashers, but it is pretty much also a prerequisite for Harness the Storm.
SOL RING
Crucial early on since most of your cards including Caneloni Flacid-Mosh costs 4 mana. Having Sol Ring in your opening hand means you can start melting lands in turn 2. Only do that against opponnents that are physically weaker than you, though.
HARNESS THE STORM
I don't know if this is worth it. It has great potential in the end game but also great potential to sit there unused because you lack the mana to operate or to be of the "win more" kind. It's the first thing I would cut to make room for more Raptors.