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Just like Maj. Gen. William Tecumseh Sherman's March to the Sea, we've got a scorched Earth policy.

Cut off their resources and their forces will wither and die. Burn their fields. Raze their villages. Destroy their lands.

Play Crumble to Dust, Reclaiming Vines, and Structural Distortion to destroy their mana base and prevent them from playing any significant threats.

Then burn the threats that get through with Collective Defiance, Burn from Within, Galvanic Bombardment, and Radiant Flames. Run interference with Nissa, Voice of Zendikar and generate chump tokens to block what you can't burn.

Traverse the Ulvenwald, Ulvenwald Captive  , and Ruin in Their Wake can help you build your mana base in the early game and Oblivion Sower can help you really expand it in the late game (especially if you were able to exile several other lands with Crumble to Dust and Structural Distortion in previous turns).

From there you can hit them with pot-shots via Thermo-Alchemist (usually for 2-3 damage per turn) and Hanweir Garrison until you can roll out the big cannons Ulamog, the Ceaseless Hunger, World Breaker, Ormendahl, Profane Prince  , and Hanweir, the Writhing Township.

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Finished 2nd place at FNM. Only loss was to to R/W Dwarves/Vehicles (Mana-screwed in game 1 and then drew only one land destruction spell in about 15 turns in game 2 while all 4 of their Selfless Spirits made appearances and prevented most burn spells from being effective).

Comments

Date added 8 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

6 - 1 Mythic Rares

19 - 9 Rares

6 - 3 Uncommons

19 - 2 Commons

Cards 60
Avg. CMC 3.26
Tokens Energy Reserve, Human 1/1 R, Human Cleric 1/1 BW, Plant 0/1 G
Folders Standard Brews (BFZ-HOU)
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