Tired of watching five-color Bring to Light ruin your day? Sick of watching your friends fit Crackling Doom and Siege Rhino in the same deck? Well, today, you can take advantage of their silly expensive fetch lands and dual lands, and turn them against them! How, you may ask...
"But I thought land destruction wasn't feasible!" You see, this is a common misconception. But in the current meta, everyone's running 3, 4, or even 5 color decks, using fetches to try to thin out the mana sources in their deck. We can capitalize on this, hitting their limited mana sources and watching them struggle to recover.
Volcanic Upheaval
hits at instant speed, and Crumble to Dust gives us a view at their hand and game plan, letting us know what lands to hit.
Reclaiming Vines
and
Demolish
are admittedly worse, but still destroy lands, and as such, are four ofs.
With all of this land destruction, why even bother running creatures?
Leaf Gilder
,
Rattleclaw Mystic
, and
Whisperer of the Wilds
all help us ramp into turn 3 land destruction, which is highly significant. They also help us hit our big threat, Dragonlord Atarka, who makes a huge splash the second it hits the battlefield.
Finally, we have the ever important
Outpost Siege
. This card is one of the best ways to create card advantage for us, effectively drawing 2 cards each turn. If Outpost hits a land, we can throw it down. If it hits a land destruction spell, we almost always throw that down too. Very good card, and the deck wouldn't be the same without it. Sarkhan Unbroken provides another way to provide advantage with draw, and the fact that planeswalker removal is weaker than ever in the current standard makes him even better.
A removal package has been recently added; we are now running 2x
Brutal Expulsion
and 2x
Fiery Impulse
in the main board.
Brutal Expulsion
hits Hangarback Walker hard, a threat this deck struggled against. As we don't really try to injure our opponent until we've destroyed their board state,
Fiery Impulse
is effectively just a marginally worse Lightning Bolt, but still hits many threats such as Jace.
For your sideboarding pleasure, we have another Crumble to Dust, if you see enough targets in game one. For faster decks, throw in Feed the Clan and Roast to slow them down a few ticks. Dispel is great against any deck that will try to counter the land destruction package. If more removal is needed, add in some more
Brutal Expulsion
and
Fiery Impulse
.
Obviously, the land base should be running 4x Wooded Foothills, Bloodstained Mire, and Cinder Glade, but sadly, I don't have that kind of cash. If you do, please throw those lands in here. But for now, at the very least, the lands are budget.
Let me know what you all think! As always, suggestions are appreciated, and remember to +1 if you like the deck! Enjoy ruining your opponent's day!