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Artifact (4)


Lands.

Lands, lands, lands. Crack a pack, get a land. Opening hand, count the lands. Every turn, play a land. Every format uses them, every expansion prints them, every player owns them. Landstill, Landfall, Lands Matter.

Let’s see if we can do something different with them.

Taiga , the ideal Turn 1 drop. Covers red or green mana.

Stomping grounds. Foil Russian Stomping Grounds, to be precise. Covers green mana or red...товарищ.

Wooded Foothills for mana fixing and deck thinning.

Mountain s and Forest s are the basic lands of choice.

So here we have the foundations, the socket pedestals as it were, of the entire deck. It all revolves around these cards and what they allow us to do; how they alter the usual way this game is played.

Fastbond . I love this card. Senator Palpatine loves this card. Playing this card entitles you to utter the (poorly written and poorly delivered) dialogue “Unlimited Powerrrrrrrrrrrr!” from Episode 3 (shudder). And that’s pretty much what it does. At the cost of draining your own life force away, you can play as many lands per turn as you’d like.

•If the aforementioned card really opens the door to what this deck can do, Crucible of Worlds is sort of like the doorstop. Once it’s in place, that door is staying open. There are plenty of ways to slow a deck down by interacting with the mana base directly: Armageddon or targeted land destruction, forcing a discard, an attacking creature with Annihilate in the text and so forth. But all of the above would only send our lands to the graveyard. With Crucible of Worlds and Fastbond in play, it becomes immaterial. The only real danger becomes exile, although instants/sorceries/enchantments are typically worded “target non-land permanent” or ‘target permanent with cmc x or less’ (see Isolate or Skyclave Apparition ). No, the cards we need to worry about are graveyard sweepers like Tormod's Crypt , Bojuka Bog , or a preemptive exiling effect created by something like Leyline of the Void .

Each of the creatures featured below are able to impact the game in unique ways, specifically in regard to the way they interact with the land card type.

Courser of Kruphix might see a Turn 1 play with an ideal opening hand, but usually it enters the game on Turn 2 or 3. Prioritize our horsey friend at all costs—his impact on the game is not to be underestimated. With a Fastbond in play, Courser of Kruphix cancels out the life loss that would otherwise be incurred by playing extra lands, and being able to play your top card if it’s a land is unreal in this deck. Oh, and it’s bolt proof too!

Ramunap Excavator is a living, breathing Crucible of Worlds . With one of these guys in play, a number of potential threats are negated. Don’t be afraid to either sacrifice, discard or otherwise let a land be destroyed; it can be replayed later.

Gruul Guildmage comes with two built in abilities. For now we’ll talk about the second. For 4 mana he can buff either himself or another creature. This can come in handy if, say, Countryside Crusher or Ramunap Excavator is in play but you’re not quite set up for a win just yet. Instead of getting derailed by a Lightning Bolt , just give either +2/+2 and they’ll be safe for the time being.

Countryside Crusher , or Red Hulk as I call him, is quite the threat. The more lands that hit your graveyard, the bigger and angrier he gets. I’ve seen some decks that are designed to create a chain reaction wherein the whole deck is peeled off into the graveyard to pump up the Crusher, and while it’s a viable tactic I never cared for the lack of control you have over it. What makes him so interesting to play in this particular deck is that we get to decide how big he becomes. With Courser of Kruphix and Fastbond in play, the choice is ours to play that land card from the top of our library or to let it remain until the beginning of the next upkeep—at which point it fuels Countryside Crusher . Either way, the synergy is quite good.

We run an unusually high ratio of lands to other card types in this build, so tutors help smooth things out.

Gamble is, well, a gamble. It allows us to locate any card we want, but with the drawback of a random discard after we get our hands on it. Odds are good that a land will wind up being the discarded card, which is great because that’s irrelevant. There are 7 ways in the deck to replay it from the graveyard, if necessary.

Green Sun's Zenith lets us grab a creature. A green creature, specifically, of which 3 of our 4 different creatures qualify as. Pick whichever you need and put it directly into play.

The culmination of our efforts, here are our 3 paths to victory:

Gruul Guildmage has two built in abilities; now it’s time to discuss the first. So with your boardstate boasting a Fastbond , Courser of Kruphix and either Crucible of Worlds or Ramunap Excavator , odds are you’ll have lands aplenty by now. Simply pay the 4 mana the Guildmage requires and start sacrificing them for 2 points of damage apiece.

Countryside Crusher wants to smash. Depending on your decisions to pitch lands into the graveyard during the game, by now he could be monstrously large. A copy or two of him in play can end the game rather quickly.

Landslide can be devastating here. I count 16 mountains. Brutal and decisive.

”And the earth opened and swallowed them up...So they and all who belonged to them went down alive into the Grave, and the earth covered them over, so that they perished...”

So that’s as far as I’ve come with this deck as of now. I have a couple more ideas for the direction it could take, but I’m not sure I want to redesign it. Cards like Valakut Exploration could be invaluable, but it’s from a rather lackluster recent set and also it revolves around an already established land related archetype, landfall—both of which I’d rather avoid. And then there’s Borborygmos Enraged , which I’d love to include but I think he’d have to be specifically built around.

I’m certainly open to any tips or ideas. As always, I design decks myself first and only then do I look for input from others. Someone else has probably already built this deck only better.

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Revision 1 See all

(3 years ago)

+4 Zuran Orb side
Top Ranked
  • Achieved #22 position overall 3 years ago
Date added 3 years
Last updated 3 years
Legality

This deck is Vintage legal.

Rarity (main - side)

4 - 0 Mythic Rares

33 - 0 Rares

7 - 4 Uncommons

Cards 60
Avg. CMC 2.03
Folders Vintage
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