Deck help

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Eril_Nocture

Guest
Since i am psuedo-new i am asking for some advice on my Land - destruction deck. It consists of..
2 dwarven drillers
3 thunderscape apprenctices
4 avalanche riders
1 seismic mage
3 army ants
1 juggernaut

4 rancid earths
4 stone rains
4 rain of tears
2 choking sands
4 dark rituals
2 incinerate
1 firebolt
1 fissure
2 fireballs
1 fumarole
1 firecovenant
1 raze

4 uborg volacano
1 strip mine
1 wasteland
7 swamp
7 mountain

the problem with the deck i have seen is that my opponent has like 3 turns b4 i start desroying 1 mana per turn .. and then he still has like 3 more turns b4 i have destroyed all his mana and have an army ant out ... most of the time i am down to like below 10 life and its hard for me to wear them down. its very unstable in otherwords... any recomendations are appreciated .. thanks

Andrew
 

Spiderman

Administrator
Staff member
I'm not sure of your card pool, but Lightning Bolts are probably the best for defense. One mana for three damage can easily take care of early critters. Same with Diabolic Edicts.

I'd get rid of the Fire Covenant and Fumerole, as they cost life and you already mentioned you have a problem with that :)

I'd also remove the Volcanos; you don't want tapped land when you could have it open for a Bolt or a Ritual that can get out a Rain of Tears/Choking Sands. I'd also up the land count by at least 2 more, probably 3; 20 lands is too few, I think.

I'd probably get rid of Raze and Fissure. Raze is not worth it and Fissure costs too much for its effect. You might want to think about the red spell that can get rid of a land or artifact.
 

Ransac

CPA Trash Man
Avalanche Riders? Pillage? If you can find them, Sinkhole?


I also like Befoul for it's vertsitility.

Ransac, cpa trash man
 
J

Jigglypuff

Guest
I'd do everything that Spidey and Ransac suggested and I would also include some mana acceleration so you can destroy lands before your opponent gets a strong mana base going. Try Sandstone Needle, Fire/Charcoal Diamonds, Thunderscape Familiar. I'd try to make room for maybe 3 of each.

(- Steve -)
 
E

Eril_Nocture

Guest
hehe my friend has 4 lightning bolts but he wont trade em for anything and sadly i dont have any.. i am thinking about taking out fume covenant raze fissure and adding 2 mana and 2 shocks
/ terrors ( diabolical edicts are in my other deck hehe )

that sound good? thanks for help

Andrew
 
S

Sammy Dead-O

Guest
Pillage is definitely a good idea. They're surprisingly hard to come by in my area, though, and it may be the same for you, but you can pick up a couple in the 7th edition goblin preconstructed deck.

Something to accelerate your own mana would be good. The diamonds can help, but a land like Ancient Tomb can also help a lot. If you wanted to go green, you could put in some elves (and birds if you can get 'em) to play a destruction spell on turn two, and you'd have access to green's LD as well (Thermokarst, the excellent Creeping Mold, and some others). If you kept the Army Ants, green would also give you the chance to play Groundskeeper to get back some of your sac'd lands. Groundskeeper works excellently with spellshapers like the Seismic Mage, too. Oh, and try to get a Dwarven Miner or two. They will cripple some decks.

For other spells, try out Arc Lightning (great for picking off multiple weenies, which is great for a deck that wants to take control like this one does). I'm always happy to draw one.

Finally, you might want a bigger finisher or something else to handle creatures. A dragon is always splashy, and Tahngarth or Flowstone Overseer can do wonders in taking out your opponent's army.

I guess I didn't offer much structure to you, but I hope some of the ideas help a bit. Good luck.
 
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