Whinercrusher

by Puschkin on 19 January 2016

Main Deck (60 cards)

Sideboard (6 cards)

Sorceries (3)

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Deck Description

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

How to Play

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.

Deck Tags

  • Multiplayer
  • Land Destruction
  • Mana Ramp
  • Casual

Deck at a Glance

Social Stats

5
Likes

This deck has been viewed 2,631 times.

Mana Curve

Mana Symbol Occurrence

0001550

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Whinercrusher

Den Protector might be a better fit for Deathmist Raptor's spot. It doesn't bring itself continuously, but it can return stuff that doesn't return itself, including LD cards.

Have you looked at the Modern Ponza deck (or even my variant on it)? It basically does what you're trying to do here. Ramp, mana denial (the smart version of LD), and big finishers.

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Posted 22 March 2017 at 16:45

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Hm, Den Protector would be a nice *addition* to the Raptor ... I own one Protector.

I don't monitor Modern, but know Ponza from my active days in Extended, Legacy and Vintage. Multiplayer differs vastly from 1-on-1, though.

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Posted 22 March 2017 at 17:00

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One of the things I learned while modifying the "normal" Ponza to better fit my play style (also partially affected by what I could get my hands on) is that the denial of one or more colours is more devastating to the opponent than any pure LD strategy can achieve. Blood Moon helps with the mana denial a LOT.

Another is mass removal. The problem with mana denial is the set up time. Mana acceleration speeds up the set up time some, but the opponent will be able to get some stuff out. The answer to this is mass removal. Now, "normal" Ponza decks run Bonfire of the Damned, but through my testing and modifications I replaced it with Mizzium Mortars, but that was also partially due to my addition of Goblin Dark-Dwellers. Another way to cull the opponents' creatures that Ponza runs is Inferno Titan, because of its ETB and attack trigger.

This is what I took to WMCQ last year, if you want to take a look:
http://www.mtgvault.com/dedwards/decks/mooning-modern/

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Posted 22 March 2017 at 18:18

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If I remember correctly I was working with you on the original version of that deck, so, yes, I know it ;)

But as I said, dynamics in multiplayer are vastly different. Mass removal is everywhere and I don't need to run much of that myself. Nobody plays weenie decks or anything all too aggressive because that would be wasting resources. You simply don't run into the types of decks you have to prepare for with your Modern deck.
Also, it's not even my intent to shut down someone completely. I just want to hamper him enough so that he can't deploy his big guns and can't run his endgame engines. And I can't run something like Blood Moon because that would turn the entire board against me, probably including otherwise friendly players like my left and right neighbours in Pentagram.

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Posted 22 March 2017 at 19:09

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Oh, ja. I did ask you and the others to assist. Thanks. What I like about Overloading Mizzium Mortars is that my creatures are safe. Sucks that it hits allies creatures though. It's just been sooooooooo long since I last played multiplayer.

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Posted 22 March 2017 at 19:32

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Have you seen my sideboard? I am considering Volcanic Vision for mass removal (which also doesn't kill my own) and another option I love in MP for it's felxibility is Comet Storm. I just ran out of copies ... and I live by rule "if you run out of copies, use one of the thousands of other unused cards that are catching dust in your binders!"

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Posted 22 March 2017 at 19:42

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I don't really think Harness the Storm is worth it. With frenzied tilling, it would cost a whole ten mana to cast two. I'm not saying you won't get there, what with the ramp and such, but I don't think it's very likely. I don't know if you'll be playing this deck with very many different groups, but I know that if I played this deck in my group, they would gang up on me, because getting your lands destroyed sucks. Then you would have even less time to get that ten mana. Raptor would be better I think. Or maybe some kind of 1 mana ramp, because you don't have many things to play first turn. I've never designed a deck for multiplayer, though, so I'm not sure how valid my argument is.

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Posted 22 March 2017 at 22:56

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Well, I don't know either. But there is also Patchuli Kate Moss I could cast twice for 8 mana and if I have Emerald Medaillon it is a total of 8 mana for two Tillings and 6 for Acer-Mouses.
But yeah, as I said, it's the first thing to cut for more Raptors (or Den Protectors).

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Posted 23 March 2017 at 00:56

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Very Interesting

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Posted 20 February 2018 at 02:28

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Thanks for reading several of my decks, Darkwolf.

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Posted 20 February 2018 at 16:51

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No worries mate. I find your decks an inspiration to my own deck building. I do not know alot of the new cards and reading through your descriptions and play style gives me ideas to add new cards to my "old skool" decks :)

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Posted 21 February 2018 at 23:56

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That's great to hear. So all the work I've done here isn't in vain :)
You can always call me out if one of your decks needs a review or additional ideas.

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Posted 22 February 2018 at 22:39

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No, defiantly not in vain mate. I dunno what others think, but this site is a major inspiration to my own deck building. I utilize this site constantly. Cheers :) .....actually, now that you mention it, I would like to get your opinion (if and when you have time) on https://www.mtgvault.com/thedarkwolf/decks/5-color-death-punch/
and the 60 card version
https://www.mtgvault.com/thedarkwolf/decks/60highlander5colordeathpunch/
I have not played much EDH and your thoughts and expert input on these 2 decks would be greatly valued. As you can see I have made a commander deck and also strip it down to us as just a relatively normal 60 card "Highlander Style" deck.
They both usually work ok and they are only ever played in a casual kitchen table environment. Thanx

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Posted 25 February 2018 at 01:57

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