rsanz

17 Decks, 114 Comments, 10 Reputation

Took out Elephant Grass and Raging Ravine, and also 2x Voltaic Key and 2x Roiling Terrain. Added in:

3 Shivan Wumpus
3 Argothian Wurm
2 Isochron Scepter

The Isochron Scepters should help to solve the problem I've had during playtests of having the Liquimetals out, but no artifact destroy spells in-hand.

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Posted 14 February 2011 at 18:52 as a comment on Land's End

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Cultivate, Harrow, Explore... All good options in a deck like this, otherwise is tends to be too slow. I would also recommend a few Spidersilk Armors to protect against flyers, which would be this type of deck's weakness.

I've also found cards like Captivating Vampire to be a weakness for this type of deck, so perhaps a provoking beast like a Krosan Vorine or Brontotherium for creature removal would help you against cards like that. That is, of course, only if you get caught without your Ravenous Baloth on the battlefield which DOES happen.

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Posted 17 January 2011 at 10:18 as a comment on WHAT A LOAD OF BALOTH'S

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Spidersilk Armor is also a good sideboard card instead of Plummet. I have a beast deck like this and I have it in my main deck, but it's probably better suited for sideboard.

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Posted 17 January 2011 at 09:57 in reply to #100649 on WHAT A LOAD OF BALOTH'S

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Congrats, dude.

My fav. card probably a tie between Elvish Piper and Terra Stomper.

Question for you: Do you keep your MTG obsession hidden from those close to you, or are you openly dorky about MTG? :) I'm openly dorky, but only because I am married and old enough to not be shy about such things and not care what people think about me anymore.

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Posted 06 January 2011 at 11:18 as a comment on Aaboy66's 40th Deck Celebration

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Hey man, thanks for the mention! I've been researching my deck a LOT the past few weeks, and I've found e following to be true:

1. Any deck like this NEEDS to have 4x Gorilla Shaman in it. It's a powerhouse in any artifact land destroy combo decks.

2. A land destroy decks needs to be fast, as in you need to be destroying your opponents lands by turn 2 or 3 or else most competent opponents will have had a chance to set up. If you can afford it, a play set of Ancient Tomb would be a step in the right direction.

3. A cheaper alternative to mana ramp, which is financially expensive, is to find a way to stall. I recommend Elephant Grass as it's fast and effective, especially in a deck that limits your opponent's ability to pay for attackers.

My recommendation would be to nix the Mycosynth Lattice for speed reasons and spend the money on Ancient Tombs or Elephant Grasses if you are serious about building this deck in real life. And I added in a few copies of Raging Ravine for that ironic "I'll destroy your lands then kill you with mine" win condition, haha.

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Posted 31 December 2010 at 17:34 as a comment on Land Destruction

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You might consider adding some Ancinet Stirrings to speed up the rate at which you are drawing the artifacts that this deck relies upon so heavily.

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Posted 31 December 2010 at 17:18 as a comment on Splintered world

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So...you're not doing anything until turn 3 at the earliest? Way too slow to be viable in ANY format, even casual.

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Posted 31 December 2010 at 17:13 as a comment on land d'struction

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Elephant Grass provides excellent protection for a control deck like this one. I can stall with Elephant Grass until I can get the Wumpus or Raging Ravine buffed up to do some significant damage. Also added 4x Rootbound Crag for some man versatility.

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Posted 28 December 2010 at 15:32 as a comment on Land's End

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Splinter is in there. I built this deck around that combo.

Thanks for the comment!

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Posted 22 December 2010 at 08:31 in reply to #108004 on Land's End

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I know, but a lot decks don't need more than 1 land to start to set up so they will start attacking you before you even get a chance to play any of your two-drop spells. Just a suggestion. You have plenty of other land enchantments in your deck to make your opponent think twice about using his land. Land destroy just doesn't seem to have a place in his deck. But taking damage for tapping their lands fits the theme of this deck very well which is why I like Pooling Venom and Contaminated Ground. Blight is okay, I just think that you will get MUCH more use out of Dark Ritual on turn 1.

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Posted 21 December 2010 at 16:59 in reply to #107740 on Can you destory this deck

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If this were my deck I would take out the Blights, which seem kind of out of place in this deck, and put in 4x Dark Rituals to be able to drop something on turn 1.

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Posted 21 December 2010 at 08:06 as a comment on Can you destory this deck

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How about you not spam the top decks list and actually comment on people's decks before asking for feedback on your own. I don't mind direct links to your deck, but at least offer something worthwhile in return.

Jeez. This top decks list is going to he'll fast between all the spammers and cheaters.

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Posted 20 December 2010 at 18:44 in reply to #107500 on Land's End

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Thanks, man. It's definitely a fun build. I haven't tested it extensively yet, so if you do end up building a deck like this be sure to post here to let me know how it does!

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Posted 19 December 2010 at 20:12 in reply to #107236 on Land's End

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And why exactly did you spam every single deck on the Top Decks list? Seriously, dude.

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Posted 17 December 2010 at 20:57 in reply to #106358 on Land's End

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Oh, nice! I love the effect, but I worry that it's a bit slow and casting it will totally consume my 4th turn... I need to figure out some sort of turn 1-or-2 mana ramp in order to start getting these artifacts out quickly so that I can start destroying lands on turn 2 or 3.

If I were to cast Dingus Egg on turn 4, I can't destroy any lands that turn... A deck like this needs to keep the pressure on the opponent, foot on the throttle, so assure that they don't get a chance to set up.

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Posted 17 December 2010 at 07:21 in reply to #106189 on Land's End

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I came across a couple of Sculpting Steels from a friend of mine, so I added them in and took out the Manic Vandals. In the event that my opponent manages to get out a stomper, the Sculpting Steel would counteract it and act as a stomper of my own when I destroy his stomper next turn.

I also took out the Tanglewalkers again and threw in some Viridian Shamans to offset the loss of the Manic Vandals, and also to keep the green ratio in there.

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Posted 15 December 2010 at 20:39 as a comment on Land's End

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I definitely understand that the basic lands in this deck are really kind of sucky. But, as you noticed, it is a budget deck. I'm not planning on going to any Grand Prix with this, just casual play amongst friends and maybe some FNM legacy matches. Thanks for the insights, though. Definitely a viable suggestion were I trying to be super competitive with this deck.

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Posted 15 December 2010 at 11:43 in reply to #105815 on Land's End

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I'm having trouble deciding between 'Shattering Spree' and 'Smash to Smithereens'. On the one hand, 'Smithereens' has Instant speed along with the attached 3 damage which might be important in this deck with such limited damage potential. On the other hand 'Spree' has the potential for very fast and decisive land destruction that would debilitate the opponent, but relies on having multiple 'Coatings/Landshapers/Voltaic Keys' out.

Any input?

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Posted 15 December 2010 at 10:17 as a comment on Land's End

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This deck seems pretty slow for a Grand Prix...no?

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Posted 15 December 2010 at 08:23 as a comment on Pro-Tour Metalcraft Burn

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Well, in reality, with the use of Liquimetal Coating, ANY of my destroy artifact spells can target enchantments.

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Posted 14 December 2010 at 17:58 in reply to #105594 on Land's End

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