The goal is simple... use
Crucible of Worlds
or
Life from the Loam
to constantly recycle
Glacial Chasm
for the ultimate, land-based turbo fog. To help fetch this crucial land, we have
Crop Rotation
and
Tolaria West
. To not have it's "sacrifice a land" drawback be a bother, we have
Exploration
and
Manabond
. Once we have the opponent locked out of his/her capacity to deal damage, we can proceed to kill them however we please.
Toolbox:
Academy Ruins
allows us to scoop up any useful artifacts that may happen to hit the grave, and allow us to replay them no matter how many times the opponent has destroyed them. This includes the enslaving
Mindslaver
, the life-gaining
Zuran Orb
, or the ever-crucial
Crucible of Worlds
.
Nevinyrral's Disk
(sb): Kills everything and can be recycled infinitely with
Academy Ruins
. Sure, it blows up my enchantments, but it's a good fail-safe if I'm being overrun and, once I get to the point where I can recur it infinitely, I won't be needing the extra
Exploration
on the board anyway.
Leyline of Sanctity
(sb): destroys burn and combo, plain and simple. Also protects my grave from being targeted by effects such as
Tormod's Crypt
, a popular sb choice to use against me.
Cephalid Coliseum
: The ultimate land for card-draw. Sure I have to ditch 3 cards after drawing 3, but I can just ditch lands (since I'll get them right back) and stack my hand full of
Exploration
s and
Manabond
s. Also useful as a win-condition by mill should no other option be available.
Waterlogged Grove
: Sac for draw. Sounds like a plan.
Speaking of card-draw,
Tranquil Thicket
: just when you thought I could never have enough draw, I whip out a cycle land that can actually help me pull funny shenanigans like using it to trigger
Life from the Loam
's dredge, put it back in hand, rinse and repeat until I have a hand full of lands to dump on the board with
Manabond
.
Tolaria West
: can be recurred by
Life from the Loam
to fetch any land in the deck and also serves as a repeatable means to tutor for
Field of the Dead
and/or
Zuran Orb
.
Ghost Quarter
: How many multi-color decks run next to no basic lands in them? The answer: almost all of them. This cute little land allows me to eliminate my opponent's entire mana base. It also helps me take out problematic
Wasteland
s aimed at my
Glacial Chasm
.
Speaking of
Wasteland
: this land is awesome against the predominant 3 color archetypes in legacy, blasting their dual lands and leaving them nothing in return.
Riftstone Portal
and
Urborg, Tomb of Yawgmoth
: in addition to making my non-mana-producing
Glacial Chasm
capable of producing it, these two also serve as potent mana-fixing.
Raven's Crime
(sb): I don't like my opponents having resources against me, especially control decks... bye bye hand!
Living Wish
: (sb) helps fetch just about anything in my deck.
Maze of Ith
: stops attackers.
The Weapons:
Barbarian Ring
: It burns the opponent and kills problematic creatures like
Deathrite Shaman
and
Scavenging Ooze
Punishing Fire
: Can be used in conjunction with
Grove of the Burnwillows
to either burn the opponent or troublesome creatures/planes walkers.
Field of the Dead
: Sacrifice lands to
Glacial Chasm
or
Zuran Orb
, recur them with
Life from the Loam
and/or
Crucible of Worlds
, and then overwhelm your opponents with zombies.
Mindslaver
: nothing is more comical than making a burn or mill deck target itself. Also serves as a turbo-fog in and of itself once I get the mana and lands necessary to recur it infinitely.
Ulamog, the Infinite Gyre
(sb): A big, scary creature that can blow up anything and can save me from dredging myself to death in a matchup against an equally slow control deck.