Land's End - V.2

by rsanz on 06 April 2011

Main Deck (60 cards)

Sideboard (15 cards)

Sorceries (4)


Instants (5)

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.


Deck Description

(I created a new version of this deck because it was getting too difficult to track the revisions to the old one and the comments really were obsolete after all of the revisions. Also, this version finally has what I think is a decent Sideboard.)

Legacy land destruction via Liquimetal Coating and Myr Landshaper. Win condition via Shivan Wumpus/Argothian Wurm & Smash to Smithereens direct damage.

Liquimetal/Myr Landshaper + Splinter combo for super-effective, widespread & permanent basic land removal.

Gorilla Shaman is a BEAST in this deck. He's a very fast 1-drop, and then 1 mana per destroyed land. And he can destroy multiple lands per turn since his ability does not require a tap (so long as you have more than 1 Liquimetal Coating/Myr Landshaper/Voltaic Key). Ancient Stirrings assures that I get either a Liquimetal or Landshaper early game. Can also help draw land if needed.

After several playtests, I was encountering problems with sustaining the land destruction due to lack of drawing artifact destroy spells, so I added in some Isochron Scepters to try to combat this issue. So far, so good. I switchied out the 2 Voltaic Keys for more Isochrons/Sculpting Steels. The Voltaic Keys did work to effectively clone the Liquimetals and Landshapers, but Sculpting Steel has the added perk of being able to pretty much clone anything on the battlefield INCLUDING Planeswalkers so I went with those instead.

It's not really a budget deck due to the inclusion of Ancient Tomb, Isochron Scepter, and Sculpting Steel. I had to add Ancient Tomb in an attempt to speed things up as much as possible. Turn 2 land destruction often equals a win, which this deck can achieve occasionally. This deck consistently gets turn 3 land destruction. On a bad draw, turn 4 land destruction which is often too late.

Pyroclasm/Lightning Bolt was also added into the Sideboard to counteract faster creature decks that are able to set up on turn 1/2/3 with weenies. I would most likely switch out some of the Sculpting Steels/Shivan Wumpus to switch in a full playset of Pyroclasm/Lightning Bolt.

Deck Tags

  • Land Destruction

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 2,020 times.

Mana Curve

Mana Symbol Occurrence

0001613

Card Legality

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

Deck discussion for Land's End - V.2

I can't decide between keeping Oxidize for the speed, or putting in Tel-Jilad Justice for the scry. Scry is helpful, but destroying lands as quickly as possible is more important for this deck, I think. there is always Ancient Stirrings for card seeking.

0
Posted 06 April 2011 at 17:21

Permalink

No comments?

0
Posted 07 April 2011 at 02:26

Permalink

I remember the original deck - this version of the deck is MUCH stronger than I remember the original being. I did a few Draw Hands, and this is much more consistent. I did 10 draw hands, and the latest I could see land desturction was turn 3. In your description you say that you do get a bad draw for a turn 4 land destroy, but from what I saw Turn 3 was latest.

If you're destroying lands by turn 3, I think you're in pretty good shape except for maybe a very fast vampire or white weenie deck.

0
Posted 07 April 2011 at 02:29

Permalink

Yes, decks that can get 3 creatures out by turn 2 is a big problem for this deck. That is why Pyroclasm and Lightning Bolt are in the Sideboard. I do get turn 3 land destruction, oh, maybe 80% of the time. Perhaps 15% of the time I get turn 2 land destruction. When I get a turn 2 land destruction, I've never lost.

Thanks for the comment, man, and for following the progression of this deck. I'm pretty proud of it.

0
Posted 07 April 2011 at 02:33

Permalink

My concern is: What do you remove from the deck in order to sideboard-in Pyroclasm and Lightning Bolt? I'm not sure you can switch in all 8 cards without compromising the integrity o the deck's primary focus. Maybe the Sculpting Steels and the 6/6 creatures? Everything else pretty much has to stay in in order to keep the land destruction rolling.

0
Posted 07 April 2011 at 02:37

Permalink

Yeah, I think you hit it pretty much right on. I would probably remove all 3 Sculpting Steels and maybe 3 of the 6/6 tramplers to put in 4 Bolts and 2 Pyroclasms. I might even take out 1 of the Splinters to get an extra Pyroclasm in there.

Sideboarding is very tough. I think that was probably the hardest part of building this deck: making a sideboard that was competant enough to cover the deck's weaknesses.

0
Posted 07 April 2011 at 02:41

Permalink

Another note:

I have NEVER had an opponent sac a land to block Shivan Wumpus/Argothian Wurm from coming into play because by the time they are dropped, I'm typically already destroyed one of their lands. I've had some people tell me that Shivan Wumpus/Argothian Wurm are weak cards, but so far in my playtests they have been the trump card(s).

I also Sculpting Steel'd a JtMS last time I played my buddy. He was sppechless!

0
Posted 07 April 2011 at 02:34

Permalink

I agree. I wouldn't think that any sane player would sacrifice a land when they've already had 1 or 2 lands destroyed by turn 4. If you're on turn 4 and you're down to 1 land, you'd never sacrifice your last land to TEMPORARILY block a creature from coming into play. The fact that the creature doesn't go to the graveyard, but to the top of your library only to be drawn next turn is what makes those cards very powerful.

0
Posted 07 April 2011 at 02:39

Permalink

That's essentially how I build my decks: What would I do if I were on the receiving end of this card? I know I wouldn't sac a land if I only had 2 on the board just to block a creature from hitting the board for 1 turn. I would let it resolve, then hope to god that I draw another land next turn to get my 3-drops out.

6/6 Trample on turn (sometimes Turn 3 with an Ancient Tomb!) is very tough to stop.

0
Posted 07 April 2011 at 02:43

Permalink

Oh, and Sculpting Steel'ing a Jace the Mind Sculptor is pure, unadaultered win. I can't even imagine what the expression his his face was, lol! That's right, I just played a $100 card by use of a $3 card. Whatcha gonna do about it? Then Oxidize his Jace the next turn. I love it!

0
Posted 07 April 2011 at 02:47

Permalink

Take my word for it, his expression was priceless! Followed by anger.

0
Posted 07 April 2011 at 02:51

Permalink

Does the copy count as a legend? If not, that's an awesome combo.

0
Posted 07 April 2011 at 19:24

Permalink

The copy DOES count as a legend, so it acts as another destroy spell.

0
Posted 08 April 2011 at 02:51

Permalink

Don't know if it's a good idea or not, but I added in 2x Viashino Heretic for two reasons:

1. Fast weenie blocker.
2. Cheap artifact destruction/direct damage.

In order to do so, I took out 1x Shivan Wumpus (which was coming up a little bit too often) and 1x Sculpting Steel. I really love Sculpting Steel in this deck, but thought some Viashino's might be useful to have as well.

I may just end up taking them back out...

0
Posted 13 April 2011 at 02:39

Permalink