o/~ And you could have it all... o/~

One of my very first brews: rebuilding the Nature's Vengeance precon deck into something a bit more playable. Instead of the rather vague 'lands matter, I GUESS' format of the original precon, we've rebuilt it into a proper Lands midrange deck with a lot of sneaky combos under the surface. Our goal here is to use land-sacrifice and powerful recursion effects combined with extensive landfall synergies to outvalue our opponent, power-out a game-ending combo kill, or simply stomp them via sheer attrition and resilience. To that end, we've got significantly more land in the deck than you might otherwise expect, including a ton of potent utility lands, fetches, and lands that either self-bounce or bounce other lands to our hand to let us replay them again for more value. Boardsweepers and quality removal combined with creatures that feed into our gameplan keep us sticking around long enough to make an impact, and access to a Planeswalker as our commander lets us squeeze out that much more reach out of our toolbox.

Main Strategies:

  • Token Value: Cards like Scute Swarm, Nesting Dragon, Rampaging Baloths, Worm Harvest, Turntimber Sower and Titania, Protector of Argoth let us gum up the board and overpower opponents by going very wide, very quickly. Once we hit a certain board size, Moraug, Fury of Akoum lets us slam combat step after combat step into our opponents in order to secure a victory, while Tireless Tracker gives us reach and card-draw via Clues.

  • Drainers & Pingers: Tunneling Geopede, Ob Nixilis, Retreat to Hagra, and Valakut Exploration give us tools to blast or suck the life out of our opponents whenever lands come into play, keeping us alive and grinding down life totals.

  • Sacrifice & Recursion: We've got a lot of ways to kill off our own lands for value, including classic all-stars like Zuran Orb and the Gitrog Monster, letting us gain life, draw cards, and generally just do very bad things with our utterly ridiculous ability to create mana. Once we get things into our bin, we have a ton of ways to get them back out, often net-gaining mana on the exchange, triggering tons of ETB effects, or both. Life from the Loam in particular is a critical linchpin of our strategy, letting us fuel the graveyard and recycle our expended resources.

  • Removal: Access to strong red, black, and green/black removal lets us remove pesky problem creatures, artifacts, and enchantments, and cards like Bojuka Bog and Deathrite Shaman give us targeted graveyard hate that is easy to find and cast.

  • Tutors: Beyond the ramp package you pretty much always see in green, we've also got access to some of the sneakier graveyard-oriented tutor effects. Entomb and Gravebreaker Lamia are both great value, letting us find any card we went and then use our recursion suite to bring it back to us after we throw it in the bin. Gamble gives us a cheaper, red-shifted Demonic Tutor with a downside that isn't really a downside for our deck. Sylvan Scrying lets us find any single land we want and gets it into our grip. And the ultimate silver bullet card is Crop Rotation, letting us get any land we want into play immediately at the 'cost' of sacrificing a land, something we actively want to do anyway.

  • Combo: Dark Depths + Thespian's Stage is an obvious classic, but we're also running the Ribbons combo, using a combination of the Gitrog Monster, Skirge Familiar and Dakmor Salvage, milling our entire deck to make absurd amounts of black mana to power-out a game-ending Ribbons, with Ulamog as our insurance against decking ourselves. Even if we have Ulamog in hand, we can easily pitch it, or even cast it for the value and then sacrifice it to Phyrexian Tower, giving the combo more resilience. And Field of the Dead hardly needs an introduction.

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Date added 5 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

44 - 0 Rares

16 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 3.67
Tokens Beast 4/4 G, Cat Warrior 2/2 G, Clue, Copy Clone, Dragon 2/2 R, Dragon Egg 0/2 R, Elemental 5/3 G, Elemental X/X G, Emblem Nissa, Vital Force, Emblem Wrenn and Seven, Insect 1/1 G, Marit Lage, Plant 0/1 G, Treefolk */* G w/ Reach, Worm 1/1 BG, Zombie 2/2 B
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