INTRODUCTION:
1 of the DAM BETTER, IF NOT DAM BETTER,DAM,PURE,100%,DEDICATED, FOCUSED, TIER 1.5 TURN 1,2, 1.5 MODERN FORMAT, LAND DESTRUCTION DECK!!.
Deck Breakdown description, Primer that give, show, explain, prove, etc, logic behind that BOLD claim
Turn 1, drop a land, tap land for mana, remove 1 an or 2 Simian Spirit Guide's(4 of),from hand, for 1 or 2 red mana, play either 1 of 3 of Molten Rain, or 1 of 2 of
Stone Rain
or 1 of 4 of
Boom/Bust
on turn 1.
Posted a variant version of my deck in past. Got 29 +1's. This a Revamp of that deck, that did not have Primal Command ,
Incendiary Command
,
Wrecking Ball
, Simian Spirit Guide, Eternal Witness.
Boom/Bust
Befoul
, Thragtusk
Goal, purpose of deck, is to Level playing field, compete vs, send EXPENSIVE cards to graveyard, of EXPENSIVE $1350 Modern, Pro, tier 1 decks.
The goal is to start destroying, removing opponents land on turns 1,2,3. Continue do that until Charmbreaker hits field, swing 1,2 times for game, while dealing with the extremely rare creature, planeswalker threats.
DECK BREAKDOWN
60 CARDS, 23 LANDS A 38.33% LAND MANA RATIO, 3, 4 of's, 3, 3 of's, 7, 2 of's, 2, 1 of's.
CARD CATEGORIES
LAND DESTRUCTION:23
Not only destroys a land, but draws cards to find, get more land destruction cards.
Not only puts a land on top of library,denies draw, but also fetches Acidic Slime,
Brutalizer Exarch
, to hand, to then cast into play to destroy a land
CREATURE REMOVAL:10
Destroy creatures, draws cards to get
Wrecking Ball
, Primal Command,
Mimic Vat
, Charmbreaker Devils, Acidic Slime, Eternal Witness,
Brutalizer Exarch
, Goblin Dark-Dweller, etc, to get stuff that either directly deals with creatures, or that gets stuff that gets stuff to deal with creatures.
RAMP:8
COPYING:5
SEARCH,TUTOR:4
Searches for creatures
GRAVEYARD RECURSION: 4
BURN: 5
Deals burn damage
BOUNCING, FLICKERING, PUT CREATURE TOKENS THAT TRIGGER ENTER PLAY EFFECTS: 2
2
Mimic Vat
Makes token copies of Acidic Slime, Brutalizer Exarch to destroy land, search for creatures.
CARD DRAW: 2
2
Incendiary Command
LIFE GAIN: 2
2 Primal Command
1 Thragtusk
STRATEGY:
Deck wins by destroying land about 23% of time on turn 1, 87% of time by, on turn 2, turn 3 at latest about 95% chance, when, if not by, on turn 2, and only about 3% to 6% of the time turn 4 at EXTREME RAREST latest, with 23 land destruction cards.
It continues consistently destroying land until about turns 13 to 15 to 17.
Destroys land until get out either
Brutalizer Exarch
, an or Charmbreaker Devils, an or Goblin Dark-Dwellers, an or Thragtusk win con.
Deck also uses 4
Wrecking Ball
, 2 Acidic Slime, 2
Incendiary Command
, 2
Befoul
, 10 ways to deal with creature threats, in case they sneak something out thru consistent land destruction of their lands
The 2 Acidic Slimes, and 2 Brutalizer Exarch, also deal with planeswalkers, artifacts, enchantment threats, in case come out.
Primal Command, and Brutalizer Exarch, search, tutor up stuff.
Primal Command also shuffles stuff back into library, destroys land, gain life
Incendiary Command
gives me card draw, destroys land
Goblin Dark-Dweller, Charmbreaker Devils, Eternal Witness, Let's me reuse stuff from graveyard.
Strategy:
Destroy land ASAP, deal with threats if they come out. Get
Brutalizer Exarch
, Charmbreaker Devils, Thragtusk, Goblin Dark-Dwellers, as win con out as soon as can thru card draw from Incendiary Command, or thru Primal Command, to search up win Con, AFTER have destroyed almost all of foes land, threats, an or before then, IF doing so will destroy their land, threats, which will likely happen
SYNERGY/COMBOS:
Land Destruction Cards have great Synergy, Options.
You can reuse land destruction cards from graveyard. You can draw cards in mid game to get more Land destruction cards, and you can shuffle your land destruction cards back into your library. And you can destroy other threats.
Here are some combos:
Charmbreaker will get back a land destruction card back from graveyard to hand at random.
Goblin Dark-Dwellers will cast a Molten Rain or Boom, from graveyard like Snapcaster Mage, and it can only be blocked by 2 or more creatures, a 4/4, and the reason why it's important that it does that with Boom, and exiles Boom, is so that Charmbreaker doesn't keep on returning Boom to hand, when, if have no Darksteel Citadel out, an no fetch lands out, which necessary to cast Boom, so that it does not destroy your own land, and only destroys opponents land.
With no Boom, or Molten Rain in graveyard, because of Goblin Dark-Dwellers, Charmbreaker can focus on getting either Wrecking Ball, or Wild Swing back from graveyard. So Goblin helps charmbreaker.
Let's you reuse your graveyard land destruction cards each turn
Let's you destroy anything but planeswalkers, each turn, including land each turn
Let's you search for any creature, or remove any non creature permanent, including lands, each turn.
let's you reuse a land destruction card from graveyard
- Mirrorpool+ Brutalizer Exarch
Let's you search for a creature
let's you put out a creature Acidic Slime that allows you to destroy anything except creatures, planeswalkers, destroys land.
Let's you search for 2 creature, or remove 2 land, or gain 14 life
Let's you destroy either 2 of foe creatures, or destroy 2 lands, or 1 creature, 1 land
Mirrorpool + any land destruction card
Destroy 2 land
Tap any 3 mana, activate Vat, produce Eternal Witness Token, get Wrecking Ball from graveyard. Kill either Slime, Exarch, Goblin, with Wrecking Ball. Activate Vat make Witness token, get either Slime, Exarch, Goblin back from graveyard. Cast it into play, trigger into enter into play effect such as destroy something, cast something from graveyard (not wrecking ball, unless have another wrecking ball), search for a Slime, Exarch, Charmbreaker, Eternal Witness.
Then keep on killing, retrieving your stuff with wrecking ball, Vat, Witness tokens.
now this combo can be more easily done with Slime, Exarch, Goblin, Vatted, without witness.
But reason why want Witness instead in this combo, is because if foe destroys your vat, in response you tap vat, pay 3 mana, activate it, make a Eternal Witness token. Vat is destroyed. But since made a witness token retrieve Witness from graveyard (it had to go to graveyard to trigger vat). Play Witness get Vat back, Play, cast Vat, find a way to kill Witness again to trigger Vat. Then fetch back wrecking ball again.
This combo prevents from losing Vat, when, if foe destroys Vat.
CARD CHOICES:
HEROES:
Charmbreaker is a win con.
So why only have 1 of them? With Land destruction, that's all that need, because of search, tutor, graveyard recursion cards, and can shuffle him back into library, with Primal Command, and because no more room in deck and because don't want him early, and because with no land opponents not likely to remove him before he swings for game. Also foes will likely have used removal on other stuff, and won't be able to remove him before he wins the game. But if leave him out for lot of turns, he probably will be removed eventually.
He can search for Acidic Slime, Goblin Dark-Dwellers, Charmbreaker. He can destroy lands, planeswalkers, artifacts, enchantments, even indestructible stuff, because he doesn't destroy,but puts the non creature permanent on bottom of foe library, where likely will never see it again. And he is a 3/3 so he is a 3 for 1 for 6 mana, that can drop on turns 3,4,5,6.
That's awesome.
Same points that said about Charmbreaker, applies to this guy, except he is probably not likely to be a win con, but can be in theory.
Semi Hero,Semi great,good cards:
Lets you return any card back to your hand from graveyard.
Combos well with
Mimic Vat
, Primal Command, Acidic Slime,
Brutalizer Exarch
, Goblin Dark-Dwellers, Mirrorpool
Let's you destroy creature or land.
destroys everything except Planeswalkers,destroys land. Has Deathtouch ability to chump block destroy big non trampling creatures, and or keeps them at bay until can deal with them, get out Charmbreaker, win con, etc.
Searches up important creatures, put foe land on top of his library, denies him card draw, gains life, and let's you shuffle your graveyard with land destruction cards back into your library, to reuse them, which is especially good vs mill, discard decks, and if you have a
Incendiary Command
, to then draw cards, after you shuffled your graveyard land destruction cards into your library, in order to speed up getting, reusing land destruction cards.
Draws you cards, yes you have to discard hand, but should not be a problem only having to discard less important cards to draw cards. Yes it helps your opponent card draw wise, but by the time you cast Command turns 4,5,6, if you started destroying land turns 1,2, your opponent will likely either not have the land, mana to cast stuff, or will have lands. And if he plays 1 land a turn, because he drew lots of cards, with card draw, then just keep on destroying his lands 1 a turn, which you likely will be able to do, what with drawing cards, and 24 ways to destroy land.
Also with this card you can board wipe speed decks, and since everybody plays with nonbasic lands these days, you can destroy a nonbasic land.
Let's you copy creatures, land destruction spells
Let's you put a token of Acidic Slime,
Brutalizer Exarch
, Goblin Dark-Dwellers, out which destroys stuff, Searches for creatures, etc.
Also Mimic Vat, acts as a deterrent for creature removal on your side, because if they remove your creatures, they trigger Vat.
Also if you kill something like a foes tarmogoyf, you can trigger vat, and put out a BIG Goyf each turn in, on your side, each turn.
Also the advantage over Conjurer's Closet, is its 3 cmc, instead of 5 cmc, which is important with other 5 cmc stuff in deck, and only cost 3 mana to activate Vat. And you can copy foe creatures, so you can kill a foes big 20/20, no pump, etc, and copy, put out a 20/20 on your side each turn. Tho that's not likely to happen with land destruction, but opponent may sneak out Elvish Piper, then use piper to get out a big 20/20. Still not likely tho. But at least your covered for that with Vat.
Above Average,to semi good,to good,to almost semi great cards:
Destroys choice of both, either destroys a non black creature, an or destroys a land. Also destroyed creature can't be regenerated.
Combined with mana ramp creatures like Birds of Paradise, and Simian Spirit Guides, Molten Rain,
Stone Rain
, To destroy land CONSISTENTLY turns 1,2,3 at latest, turn 4 1% of time.
Same with Molten Rain, as it destroys land, an or also it deals 2 damage per land destroyed, because everybody plays with nonbasic lands.
Stone Rain
, also destroys lands
READING THE DECKLIST:
When reading the deck list, it's important to not just go by the categories, like creatures, artifacts, instants, sorceries, though it's important to go read thru those decklist categories.
It's important to read thru the Card Categories. Yes it's long, but the Card Categories section that tells how many land destruction cards have, shows how the deck is built, works, etc.
HOW TO BUILD,PLAY THIS DECK:
A LOT OF TIME, Playtesting LOTS of sample hand simulated games on the sample hand thing.
That has shown the deck works the way it is.
Making some to almost a lot of changes could make the deck either not work, or not work as well as it could.
Normally, the land base can be replaced, But this deck relies on the FETCH lands, and Dark Steel Citadel to make Boom/Bust work right.
Only the Stomping Grounds, and Overgrown Tomb, Bloodcrypt, can be replaced with 2 Mountain, 2 Forest, 2 Swamp, if on a budget.
The only nonland cards that could may or may not be replaced, is questionable, is 2
Befoul
, 2
Stone Rain
, slots, with
Wild Swing
,
Wreak Havoc
,
Roiling Terrain
, 1,2
Stone Rain
, 1,2
Befoul
, 1
Wrecking Ball
,
Rain of Tears
, (If don't change the mana base).
Any other changes, is seriously not recommended. If read, study, understand this deck, description Primer for this deck, and read the comments, you will probably see why only the possible changes I listed either might be, is ok.
Of Course anybody building this deck can, is free, etc, to make whatever changes they want.
It's just that if they do that the deck might probably not work as well.
That's not ego, that's just logic, perception.
Also like said a lot of time, testing sample hands, comments, suggestions, tweaks, small changes, have gone into trying to making this deck as good as possible.
Thanks for taking time to view, read the deck, this deck description, making comments, liking, +1 ing the deck, etc.
SIDEBOARD
Stop foes from playing 2,3 land per turn, by doing 3 damage per land played beyond the first land played each turn, per Ignus in play. They can take 6 to 24 damage per turn, if they are playing 2, 3 land per turn. That encourages them to only play 1 land a turn, instead of 2, 3 land per turn.
Stops blue, black, from countering your land destruction spells, and from removing your creatures, permanents, etc.
will remove all copies of any card from the game. Good for a any card that Wreaking havoc on, against your deck. Also good for helping Autumn's Veil stop blue, black, by getting rid of all copies of any counterspell, kill spells. Also helps against graveyard decks.
Stops foe from casting stuff from their graveyard.
Makes foe always pay 3 mana for spells that cost less then 3 mana. This shuts down Affinity for artifact decks, and decks with a LOT of 1, and 2 cmc cards.
Prevents foe from casting, a Channel Fireball on you. Ok, ok, Channel not Modern legal. Card gives you hexproof.
Both Anger of the Gods, and Slagstorm do the same exact thing, except that Anger exiles all killed creatures, that were killed by Anger.
And Slagstorm, can deal 3 damage to foe life total, instead of to every creature. Anger can only deal 3 damage to every creature.
Also these 2 cards are almost the same, both cost 3 cmc, so even though have 1 of each, it's still like having 2 of 1 or the other, instead of 1 of each. That why have 1 of each, because almost same, but extremely just barely by skin of teeth different.
These 2 cards, Anger, Slag, is good against fast, speedy, blitz, horde decks, that put out a LOT of 1/1 to 3/3 VERY FAST.
Only have 2 of them, because already have 2
Incendiary Command
in deck, that deals 2 damage to every creature.
WHAT NEED HELP WITH
Need help with:
- Is there a 3 cmc card that destroys land, an or a creature, that is not
Wrecking Ball
, that is not
Wild Swing
, that doesn't give a 3/3 to foe like Beast Within, and isn't random like Wild Swing, that doesn't make me sacrifice a permanent, like with
Crack the Earth
, etc, that can replace the 2
Befoul
, an, or, 2
Stone Rain
, slots with?
If there isn't then stick with 2
Befoul
, 2
Stone Rain
, to destroy lands by, on turns, 1,2,3, an or destroy a non black creature
- Even though I think I have a solid sideboard, metaboard, I am open to sideboard suggestions that does what my sideboard tries to do, but better.
Other then these things I am only open to very slight tweaks, outside of what I have asked for help with here.
Thanks for any help with the things I have asked for help for.