Be an ass, play this deck!
Grouphug is bullshit. K&T, in true Roman fashion, are coming for your lands!
The deck looks to play lands quickly, even allowing opponents some extra land drops. Once they are ripe for the picking, you blow them all up with mass land destruction (MLD)! At this point we've hopefully; A) recurred our lands into play, or B) Have creatures which utilize the stacked graveyards to win.
deck was inspired by JumboCommander's deck
Azorius Chancery, Simic Growth Chamber, Gruul Turf, Rith's Grove, Treva's Ruins
In most EDH decks, bouncelands are a budget inclusion. Ran for other reasons besides viability. However, in this deck, they are a vital source advantage.
This deck thrives off of Landfall triggers, replaying lands, and other such land-orientated shenanigans. making the "Return a land you control to its owner's hand" clause an actual benefit, as we can then replay that land for more landfall triggers.
Counter Lands
Aether Hub, Tendo Ice Bridge, Gemstone Mine
In most decks these lands are one-shot, painless, 5-color lands. In this deck, with the inclusion of bouncelands, land recursion and land-bouncing effects. These lands are reusable and ideal targets for bouncing/ replaying.
Cycle Lands
Ash Barrens, Irrigated Farmland, Tranquil Thicket, Sheltered Thicket and Scattered Groves
Another usual include in budget lists. Though these are painful early game, at the late stages these are amazing as you can bounce the back to hand and cycle. After a card: life from the laom, or Creeping Renaissance you cycle these away for more advantage.
The Amonket Dual land cycle were nice improvements to the deck. Adding more fetchable lands and color sources.
Fetch Lands
Flooded Strand, Wooded Foothills, Windswept Heath, Scalding Tarn, Arid Mesa and Misty Rainforest
With all this land recursion in the deck these are an excellent fixing choice! Who doesn't want to reuse a fetchland?
Shock Lands
Temple Garden, Hallowed Fountain, Stomping Ground, Breeding Pool, Sacred Foundry, Steam Vents
Standard in every deck. Great fixing that can come in untapped and are fetchable with fetchlands.
5-Color Lands
Command Tower, Mana Confluence, City of Brass, Reflecting Pool
This is a 4-color deck. These babies are crucial for fixing and are worth their minor drawbacks (if any).
Utility Lands
Glacial Chasm: (AKA Chastity belt) Hilarious wall. The deck's ability to bounce it back into hand to allow attacks and reset the cumulative upkeep. love it. Chromatic Lantern also allows this to tap for mana.Crop Rotation can search it out in times of need.
Petrified Field: the deck's lands end up in the graveyard all the time. having the ability to sacrifice this to get a much needed fixer/other utility land is great.
Ghost Town: Free bouncing for landfall triggers. Fits the decks strategy to a T.
Horizon Canopy: Color fixing with he upside of being able to cycle while in play. I'm lucky enough to have one sitting in a binder.
Trade Routes, Mina and Denn, Wildborn, Meloku the Clouded Mirror
Land returning is pivotal to this deck. They can either be used to return land to hand to replay, or to save lands by returning them to hand when we go to MLD.
Trade Routes: is a cheap CMC enchantment that no one will go out of their way to deal with. Used mostly for returning lands to my hand to either replay or save. Making every land be able to cycle is just butter that will be used in tight situations, or before a Splendid Reclamation
Mina and Denn, Wildborn: M&D make the cut as getting as many land drops as possible is a priority for this deck. The trample will become very handy post-MLD for Centaur Vinecrasher or another threat. Will become a Oracle of Mul Daya once it is reprinted.
Meloku the Clouded Mirror: Make an army of 1/1's before you MLD, or chump blockers when necessary.
Token Producers
Avenger of Zendikar!!!, Omnath, Locus of Rage, Rampaging Baloths, Titania, Protector of Argoth
Avenger of Zendikar: Green staple that goes in every one of my decks. This deck just so happens to boost those plant tokens even quicker.
Omnath, Locus of Rage & Rampaging Baloths: Landfall Token producers. both start turning out massive bodies at a rampant rate once our land engine is running. hopefully we have a lot of lands in hand and Manabond in play.
Titania, Protector of Argoth: Opposite of the other token producers. Titania wants MLD while in play to destroy the hopeless. One of the better cards in the deck.
Terravore & Centaur Vinecrasher: The solo-swinging finishers for the post-Armageddon era. Close the game while everyone tries to recover.
Card Draw Show
Horn of Greed: Usually a group hug card, but with our land manipulation we will get, by far, the most value from it at the table. Interestingly, it does not trigger off of
K&T.
Rhystic Study: If you're playing blue, you should play the study.
Sylvan Library: If you're playing green, you should play the library.
Seer's Sundial & Tireless Tracker: landfall triggered draw at a cost. tireless tracker is better due to being able to "store" the draws in clues, allowing draws to be made when mana is more readily available.
Azusa, Lost but Seeking: two additional land drops? errmergerdddd
Birds of Paradise: Multi-colored commander deck staple.
Burgeoning: Best turn-one card ever. More instances to play lands.
Chromatic Lantern: Color fixing and ramp all on one card. Lets chastity belt tap for mana.
Exploration: More instances to play lands.
Lotus Cobra: This card generates all the mana in this strategy. So, so good.
Manabond: Talked about this card a lot throughout the primer. Combos very well with Sunder and post-MLD. there are going to be a lot of situations were this card is the nuts.
Mirari's Wake: staple. Goes in all decks which can run it.
Sol Ring: OP as heck. Have to play it.
Tempt with Discovery: Go ahead, grab a land for me to blow up later.
card:Uncharted Realms: Grabbing 4 lands from our deck is great.
Veteran Explorer: who cares if they get lands? Imma blow them up later.
Mass Land Destruction Show