aka "You may play 15 lands per turn"

It all started with the thought "Most decks don't run land destruction. What if I had a deck that was 99 lands?" If you gain value through only lands it might be really hard to counter since most counters are for non-land cards. But then, after looking at possible commanders for a while, I decided that it would be pretty hard to make a useful deck where you could only play one card each turn, so I started looking at "additional land per turn" effects.

I decided it would be hilarious to make a deck in which you could play a lot of lands each turn. Adding some landfall effects was an obvious follow up. This is the result of my rumination.

After a handful of play tests my initial reaction is that it's not very strong, it's super easy to counter, and the win conditions seem to mostly boil down to mill-out and Scute Swarm. Still, any game where you can get to turn 8 is a genuinely good time. You will amuse your friends, and then annoy your friends as every turn starts taking forever.

Given that the goal was to play a lot of lands I think Aesi, Tyrant of Gyre Strait is the obvious commander. Play an extra land, get replacement cards. The weakest areas are the almost complete lack of targeted removal and board wipes. The maximum possible lands played in a turn is 15, if you don't count effects that let you "put a land into play"--if you count those it becomes quite ridiculous.

If you can start a turn with a decent amount of mana in play and either of Hedron Crab and Ruin Crab in hand you can get them out and make all of your opponents mill easily 15 cards before your end step, and on a really good turn you could put that number over 40. It's very hard for them to react to that and prevent the combo, unless they can prevent the creature from being played (or remove it). Another really nasty combo that can emerge from this deck is to have both Strip Mine and Crucible of Worlds in play, then use all of your land plays to re-play Strip Mine repeatedly and absolutely destroy an opponent's mana base (killing 5-6 lands that way every turn is pretty easy).

My exact choice of lands isn't really too important and could be modified a lot, and no doubt tightened up to a more effective set. With 55 slots available there's a ton of room for creativity and variation. I have not yet even begun to scratch the surface of what is possible.

The hardest part of building this was keeping focus on the main goal and not getting side tracked. I probably ended up with too many "gain life" landfall effects (in one test game I hit 142 health before winning), but you could take advantage of that by adding Aetherflux Reservoir. The only reason I didn't is because it de-focuses the deck on its main purpose: putting a massive number of lands on to the battlefields. The weakness is that there isn't a single, strong result of doing that which helps you win.

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91% Casual

Competitive

Date added 2 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

50 - 0 Rares

23 - 0 Uncommons

19 - 0 Commons

Cards 100
Avg. CMC 3.29
Tokens Assembly-Worker 2/2 C, Beast 3/3 G, City's Blessing, Copy Clone, Emblem Nissa, Vital Force, Gargoyle 3/4 C, Insect 1/1 G, Plant 0/1 G, Saproling 1/1 G, The Monarch, Thopter 1/1 C
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