Destroy target Plains or Island. Cryoclasm deals 3 damage to that land's controller.
Printings View all
|Tenth Edition (10E)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
1 year ago
PlatinumOne "'modern counterspells cost 3 mana, or 2 mana with a downside' and 'wotc is anti-land destruction', I'd have to see sources before I believe those."
Bro... do you even play modern? Even the lands that blow up other lands either replace the destroyed land with a basic ( Ghost Quarter ) or have a cost of at least to activate. Tectonic Edge is an exception, but that qualifies more as "land management" than "land destruction" considering that you have to leave your opponent with at least 3 lands. Smallpox / Boom come in at , but they're symetrical, and Assassin's Trophy replaces the destroyed land with a basic (which sort of defeats the point), so again, not exactly in the spirit of "wotc supports carte-blanche land destruction for 2 mana". Fulminator Mage lets you destroy non-basics for and Cryoclasm / Blood Moon / Choke are all hate cards against certain kinds of lands, but again your opponent gets around it by playing not the kind of land you're hating on, so it's not "true" land destruction. True land destruction (of the "Destroy target land. That's it." variety) TYPICALLY comes in at with cards like Craterize , Creeping Mold , and Avalanche Riders , but Molten Rain and Rain of Tears do exist at . Even with that, modern doesn't have any COMPETITIVE lists built around pure land destruction, which should tell you something about the support (or lack thereof) that WotC has been giving land destruction as a strategy compared with other strategies since 8th edition.
As for counter-spells, the first counter magics you can play which can target ANYTHING (meaning aren't faced with some restriction such as
which all fit the slot) are
and their ilk in the slot. The ONLY exception to this is
, but that's in white and sees next to no modern play, even in U/W control.
The first point blank "counter target spell and it goes to the yard" spells come in at with cards like Cancel , Dissolve , Dissipate , and their ilk.
If you would still like a source, here is mtgtop8's modern breakdown, which you will notice features no land destruction, and exactly 0 decks which use any "unconditional counter spells" which cost or less. The reason is that Land Destruction isn't competitively viable, and no carte blanche counters exists for less than ! If they did, the modern community would have found them by now, but instead, we find that WotC doesn't support these concepts and has been very careful not to print any cards that violate these patterns!
Welcome to modern by the way.
1 year ago
The problem with LD (Land Destruction) decks is that a they are slow. painfully slow.
I run one in Modern. Rakdos () LD.
You limit yourself to , which is a powerful color combination, but the issue here is you can win so much faster using those colors.
The majority of LD spells in red cost 4. This means you aren't doing anything until T4.
Rakdos has a serious lack of ramp. Sure, there ARE cards that are "technically ramp", but traditionally you are wanting to increase your available mana consistently every turn, not bring out Rakdos Keyrune on T3 and have MAYBE 5 mana on T4, assuming you hit all land drops each turn.
Keep in mind that even if you ARE hitting lands 4 turns in a row, in Rakdos that's not optimal. You want swift, cheap spells. Lightning Bolt and Fatal Push and Terminate. Not land after land after land.
Having said that, there are great ramp cards available. Infernal Plunge, Generator Servant, Koth of the Hammer, Crypt Ghast, Liliana of the Dark Realms, Iron Myr, Leaden Myr, Plague Myr, Palladium Myr... But again, you detract from your LD spells. The further you push back your goal, the further ahead your opponent gets.
Uuuugh... On a phone. Fml
NOW we get to the problems. In Modern, games are fast. Really fast. Pushing out a game 5 - 7 turns is not ideal when you can design to win on T1. Casually you're golden. FNM is a toss up. Competitively? Good luck.
This is why Blood Moon, and in some decks Alpine Moon are so important. They CONTROL the lands, not remove them. If you want to optimize LD, look for cards that destroy lands as a secondary effect, such as Ghost Quarters, Field of Ruin, and Encroaching Wastes. -- The problem here now is you fill your deck with colorless lands, and you destroy your land base while giving your opponent basic lands of their choice (mostly).
Ugh, this was a poor decision to type it all out on my phone...
Okay. So let's ask a question: Why Rakdos?
There's a surprisingly good amount of land destruction spells in Modern and in Red (34 in Sorcery) and the cheapest are Cryoclasm, Molten Rain, Stone Rain, and Peak Eruption. Note that with Cryo and Peak, you don't need to target basics. You can target lands such as Hallowed Fountain and Irrigated Farmland, or combine Peak Eruption with Blood Moon.
In black, there's really just Rain of Tears, if you're trying to keep it all under CMC < 4.
You'll also want to recycle spells. Good way to do this is Charmbreaker Devils, but at 5 CMC there are better spells. I like to run him because he let's me get back LD spells every turn. If they don't have 1-Drop removals like Path to Exile, they are F-'ed. I run minimal removal and lots of LD, so even if I don't topdeck into one I can always get one back for free.
The more colors you add, the more fixing you need, and the less specialized your deck is.
That's why we don't run green. Stick to res as your main color with black support.
Overwhelm with cheap 1/1s like Goblins, and pick cards with huge bang for your buck. Kiln Fiend and Monastery Mentor are perfect. Goblin Guide hurts you here as he is doing what you don't want - Getting them more lands.
Overwhelm and go wide. It's cheaper and saves you Mana for LD.
I'm not going to build a deck for you, but I hope I helped a lot.
It's a legit strategy, but needs to be precisely honed and even than may be too slow.
Control / removal is better than LD, but LD does work. Modern prides itself on non-basic lands.
That's where you attack.
As for EDH? Against 3 other opponents, you'll be so vastly overwhelmed it's not even worth it.
2 years ago
2 years ago
might be easier if you filter that list a bit (otherwise its just an endless search on card databases with basic lands, colors and "destroy"...etc as keywords)
are you just looking to build a database or looking for a specific kind of hate in specific specific colors?
3 years ago
I would run more single target land destruction just to single out colors, so yo can cast multiple lands per tern with your lands. I would also run land destruction that deals damage in case you are too slow whith land destruction and they get some creatures out, and also to hurry up the game and hopefully finish it. I would suggest Pain/Suffering, Choking Sands, Lava Blister, Molten Rain, Cryoclasm, Dwarven Blastminer, Dwarven Miner, Rancid Earth, Shivan Harvest, Keldon Arsonist and perhaps even Pooling Venom.
3 years ago
I personally would run a set of Mwonvuli Acid-Moss instead of Creeping Mold and a set of Ancient Grudge in your sideboard. You can draw Cinder Glade with the Mwonvuli Acid-Moss. I would also run a set of Farseek instead of one of your mana ramping creatures for more stability against removal since you're running both Cinder Glade and Stomping Ground those lands can come into the battlefield untapped under certain conditions.
And I would also sideboard a set of Cryoclasm for specific matchups.
3 years ago
I see your point. I thought of a few sideboard options depending on what your most difficult match up is: