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Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Brawl | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Blast Zone
Land
Blast Zone enters the battlefield with a charge counter on it.
: Add .
, : Put X charge counters on Blast Zone.
, , Sacrifice Blast Zone: Destroy each nonland permanent with converted mana cost/mana value equal to the number of charge counters on Blast Zone.
NV_1980 on The Horror ... THE HORROR! *PRIMER*
4 months ago
I can see the appeal of Mind Stone. I'll give it a shot.
With regard to Shadow of the Enemy; I like being able to cast spells from exile opposed to interact with them from the graveyard, as this is generally harder to counter (especially decks that feature lots of graveyard interaction have been able to circumvent my theft sprees with cards like Deathrite Shaman). However, adding Animate Dead/Dance of the Dead/Necromancy would still be a good idea, as these are so cheap to cast and potentially bring such great advantage.
I concur that Blast Zone is slow. Unfortunately Dimir features very little in terms of enchantment/artifact destruction and my meta generally doesn't do much with land-destruction, so my experiences with it (thus far) is that I've been able to use it to good effect.
NV_1980 on Light-Paws' 69
4 months ago
If you take some precautions to keep your opponents from going wide against you, it could be a lot better :) Ghostly Prison/Sphere of Safety/Norn's Annex or anything like that would help. Maybe a Blast Zone to get rid of an opposing token army?
Optimator on Anarchy Burger
4 months ago
Urabrask Flip - bit more mana and damage, eventually can recast all those great spells from the graveyard. Blocks
Blast Zone - a bit of removal in the land base
Geier Reach Sanitarium - maybe loot away extra lands?
Mikokoro, Center of the Sea - not ideal, but mono-Red
Valakut Awakening Flip - could take a land slot
Shatterskull Smashing Flip - take a land slot and add more burn
Song-Mad Treachery Flip - could take a land slot, could steal a big creature and get across the finish line. Expensive, but synergizes with all your instant- and sorcery-stuff
Imodane, the Pyrohammer - huge force multiplier! A win-con. Probably a must-include
Ojer Axonil, Deepest Might Flip - another force-multiplier. Might be redundant though
Icbrgr on RDW: Enchantment Removal?
7 months ago
I am wondering what pioneer has to offer for enchantment removal in .
These are the best I came up with but Im not exactly thrilled about them... anybody else have a suggestion?
Nine Lives combo decks with Solemnity... and I just hade no idea what to do...
Niko9 on Are the Original Dual Lands …
7 months ago
On a pure power level I don't think they would be a problem, though they would of course be very strong. Fetchlands would still be maybe better because of the synergy with landfall, lands in the gy, Brainstorm type effects, and even just land thinning. Duals would absolutely take the slot of current mana fixers and do their whole deal better, but the amount of utility you can get from lands now almost breaks lands into two categories, the lands that make mana and the lands that make mana and do things, and the duals wouldn't even really be the best lands to make mana as long as the fetches are around.
I just think that duals were nuts back in the day because it was really hard to run multiple colors a lot of the time, but now they wouldn't be as strong as fetches, channel lands, or niche picks like Mutavault or Blast Zone
Joker4242 on Day's Recasting
7 months ago
Changed my sideboard up a bit. Added a couple more islands against decks that have BloodMoon. It also just helps fix my mana for cards like Archmage's Charm.
Added a couple more Blast Zones. I played against amulet titan. The lands are very good at killing Amulet of Vigor. I'm also keeping Field of Ruin, again because deck's like amulet titan contain many special lands. It also can destroy other cheap cards in other decks, such as Ragavan, Nimble Pilferer.
Subtlety is a response to more creature heavy decks and can replace Force of Negation. Subtlety is good, but it offers several problems in the main deck: for one, it cannot be recast with Snapcaster Mage, for another, it does not deal with a threat permanently. Lastly, it cannot be searched up by cards like Narset, Parter of Veils. The upside of course is that it deals with early threats and has a significant body for dealing damage. Better in the sideboard for this deck, at least for now.
I am still a few cards short. I am happy to receive suggestions. I feel like my deck is pretty good against aggro decks for the time being. It is mostly fast combo decks that can be difficult to deal with.
Darth_Savage on
9 months ago
My first thought was add maybe 1 or 2 Nighthawk Scavenger to give a couple more rogues that can close out the game. Something else to consider is utility lands Castle Locthwain and Hive of the Eye Tyrant being the most obvious, though I could see a case for Blast Zone too. Varragoth, Bloodsky Sire could have a place as a tutor.
To really work you need a sideboard, so here are some suggestions;
2x Lithoform Blight (land strategies)
2x Cunning Nightbonder (control)
2x Bloodchief's Thirst (more removal, can hit planeswalkers)
2x Fatal Push (more removal)
4x Duress (for combo or to remve sweepers)
3x Faerie Macabre (grave hate or a rogue at worst)
thesilentpyro on Korvold - Treasures Without Borders
11 months ago
With the resurgence of the lands theme in the deck, I feel like I want one or two more utility lands. Options:
-
Crystal Vein
Extra land drops + Crucible effects is a situation that the deck may get into pretty often. -
Wasteland
Strip Mine backup. Never not good. -
Thespian's Stage
Not as good as Thespian's Stage, but that doesn't make it bad. -
Dryad Arbor
Fetchable creature that can be sac'd to creature outlets and used with creature recursion. -
Blast Zone
Removal, albeit slow. -
Cabal Pit/Barbarian Ring
Creature removal. Random burn to the face with Ring if you have spare mana and land drops with nothing else to do with them. -
Argoth, Sanctum of Nature Meld
Token maker, feeds recursion. But it's very slow and the ETB untap condition isn't reliable. It makes me consider Titania, Voice of Gaea Meld so I can tutor for one when I have the other (and Titania's lifegain on its own isn't the worst either), but that's probably too many slots for an unreliable effect. The meld not happening until your own upkeep sucks too. -
Tranquil Thicket/Barren Moor
Go nuts with Loam, turn Wrenn and Six into a draw engine. -
Kessig Wolf Run
Wincon on a land. Though Korvold usually grows quickly enough on his own to do the job.
Have (4) | metalmagic , orzhov_is_relatively_okay819 , JordanSanFran , Va1mar |
Want (1) | Jungian_Thing |