1:
Crack the Earth
is the turn one land killer. With
Welding Jar
or
Flagstones of Trokair
, it becomes asymmetrical.
2:
Boom / Bust
is the secondary land killer, which only becomes asymmetrical with flagstones.
3:
Akki Blizzard-Herder
is an interesting card I found. You can use this and crack the earth on your turn three to kill two of their lands and maintain your own land count. You just sacrifice akki to Crack, and sacrifice flagstones to akki. All in all a pretty good trade.
4:
Lightning Bolt
kills their turn one play so they have to sacrifice a land to crack.
5:
Simian Spirit Guide
lets us bolt their turn one play AND play crack the earth if we are on the draw.
6:
Crucible of Worlds
is a main land destruction engine late in the game when paired with
Ghost Quarter
.
7:
Ensnaring Bridge
is how we survive from behind. If we don’t keep their land count low, we can sit behind bridge until we draw into
Boom / Bust
so we can kill all the lands.
8:
Knight of the Reliquary
is our finisher. Usually, we end up with most of our lands on the yard, and we just have to sacrifice ensnaring bridge to crack the earth in order to swing.
9:
Welding Jar
can be sacrificed to crack the earth turn one, but it can also save
Crucible of Worlds
or
Ensnaring Bridge
.
10:
Ghost Quarter
/
Field of Ruin
can be looped with crucible to keep them locked down and strip lands out of their deck.
11:
Blast Zone
and
Buried Ruin
can help situationally into certain matchups, and are good cards to find with knight.