Lands that Fight! - A Land Deck

L

Landkiller

Guest
Lands that Fight
4 x Quicksand
4 x Desert
4 x Maze of Ith
4 x Mishra's Factory
4 x Faerie Conclave
4 x Ghitu Encampment
4 x Forbidding Watchtower
4 x Spawning Pool
4 x Treetop Village
4 x Reflecting Pool
4 x Strip Mine

4 x Earthquake
4 x Sacred Ground
4 x Embargo
4 x Clear the Land




This deck is mad. Psycho Crazy style. The limited spells will all help out.
 
L

Landkiller

Guest
Well. The Scythe is nice. And it's an artifact, which makes it much more playable than Earthquake.

But, your post made my brain turn on. Thanks!

Brain Active :
I actually think the DISK is needed here.

How could I have forgotten DISK?

What kind of flunkey retard am I? :)
 
G

Gizmo

Guest
Must...play...Trade Routes...nngh!
And Exploration....

Seriously I saw some guy playing a 40+ land deck recently. It was REALLY good. If the manlands didn`t get you then he would Stroke you out.
 
L

Landkiller

Guest
What do you think is better. Clear the Land, or Exploration?

Should I run both?

As for Trade Routes...I don't really know how good that card is. I imagine it's as good(in land decks) as one of my all-time favorites, Infernal Tribute. So, I will experiment with it.

I need to add some any color mana to this deck, and of higher quality than Reflecting Pool. In order to better activate the man-lands and cast spells. R. Pool does a good job for man lands but doesn't cast spells.

Any Suggestions?
 
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Gizmo

Guest
Trade Routes is great - stops them from killing your man lands really well.

I think Exploration is much better than Clear The Land, although maybe both should be in. I think 4 Sacred Ground is bit much, BTW. I think you can diversify your enchantments a bit and play with Enlightened Tutors.

1 Nevinyrral`s Disk
3 Clear The Land
4 Exploration
2 Trade Routes
2 Sacred Ground
1 Embargo
1 Nature`s Revolt
2 Enlightened Tutor
 
M

Mikeymike

Guest
Gizmo is right on, Trade Routes is nasty in land decks. Think of it this way, 72% of your deck cycles for 1 mana and everyone of your activated creatures snaps back to your hand for 1 mana. Gemstone Mine combos nicely with Trade Routes.

If you are going to play Exploration (and you should play four), play Undiscovered Paradise as your Multi-land.

Instead of Earthquake, play Savage twister or Wrath of God. Unless you go 4x Disk which you probably are.

Where's Fastbond?

The following cards can also fit right into the deck pretty easily:
Verdant Touch--Hey, not all your lands can attack. Plus I think your opponents lands die to the disk.
Horn of Greed--Works best w/ exploration. Also combos very well with Trade routes to draw,draw,draw,draw,etc.
Jolrael--Yeah, she's a creature. But a nasty one in here.

For Gits and Shiggles, play 1 Seismic Assualt. Again, another combo with Trade Routes.

Nice deck BTW
 
L

Landkiller

Guest
Lands that Fight -- Decklist

Lands that Defend - 12

4 x Quicksand
4 x Desert
4 x Maze of Ith

Lands that Swing - 24

4 x Mishra's Factory
4 x Faerie Conclave
4 x Ghitu Encampment
4 x Forbidding Watchtower
4 x Spawning Pool
4 x Treetop Village

The Multi- Purpose Lands
2 x Undiscovered Paradise
2 x City of Brass
4 x Gemstone Mine

Stuff
2 x Sacred Ground W1
1 x Embargo U3
4 x Clear the Land G2
3 x Exploration G
2 x Trade Routes U1
1 x Horn of Greed
2 x Nevinyrral's Disk 4
3 x Enlightened Tutor W

Sideboard
3 x Wrath of God WW2
4 x Fireball RX
4 x Arcane Laboratory U1
3 x Dread of Night B
1 x Exploration G

First of all, I decided that I needed to get rid of Strip Mine to add another Multi-Land. And, it also makes the deck Type I legal. :)

I can't support spells well enough.
And Reflecting Pool doesn't cut it.

So, I put in City of Brass and Gemstone Mine.
But, I have a built in combo with Undiscovered paradise, so I split CoB with it. You don't want to many Undiscovereds anyway. And Trade Routes can do the same thing.

The sideboard is bad. But Fireball is good. In fact, if the exploration/horn of greed ever happened, it's almost a combo.
 
N

Nyx

Guest
Mightn't Pyramids come in handy? At least in the sideboard?

Also, depending on you local groups, Shadow Maze might be useful as a backup Maze of Ith on defense and it provides mana. Probably only worth playing in the sideboard though.
 
M

Mikeymike

Guest
This deck looks like its soooo much fun to play. Unfortunately I can't build it myself because I don't own any Quicksands or Mazes.

Just so you know, I think Enlightened Tutor is restricted or banned in Type 1. Don't mind me, I keep getting ideas for this sucker.

Pulse of Llanowar, all your lands are painless Cities.
Mishra's Helix, maybe
Demonic Tutor, might as well
Tectonic Break

Also, if you play this thing in Chaos, replace the Explorations with Burgeoning.
 
L

Landkiller

Guest
Yeah, I have all the cards, except 2 Mazes of Ith, and the Sacred Grounds.

Oh. Well. Now I still need to replace 1 Enlightened Tutor, after adding the Demonic.

Hmm...Vampiric Tutor seems to be the only thing. Nah. Let's use A Broken Type I card!

Wheel of Fortune! Now it's Five-Color Land!

oh, good point about Burgeoning. Since I'm not likely to find a Type I tournament, well, sanctioned at least.

[me] searches Mtgnews Spoiler Generator, and finds Pyramids. It's a bit costly compared to Sacred Ground. If only I wanted to make a Tinker/Land deck. :)

[Edited by Landkiller on 11-15-00 at 06:53 PM]
 
W

Whimsical

Guest
How about plugging in Seismic Assault/Land's Edge? That way, the lands can fight even from your hand. :D And on a more defensive note, Constant Mists would be wonderful ... considering that the buyback is neglible to the deck. Mulch would also be handy, but that's only if you plan on using the Seismic Assault tack. Just mah two cents... ;)
 
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