T: Add 1 to your mana pool.
4, T, Sacrifice Encroaching Wastes: Destroy target nonbasic land.
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Encroaching Wastes Discussion
1 month ago
I had 5 Relentless Rats and a pack rat out on the table. Opponent had about 5 creatures to block with. However, I cast Marrow-Gnawer before I swung. My rats now had fear, and my opponent had nothing that could block them. Super lucky win!
2 months ago
Learn from the Past Kind of really narrow but devastating to certain decks/matchups we may see. Also if we arent against a big graveyard based threat, it in essence has built in 1U Cycling since it cantrips. Except that counts as a cast and grows the +1/+1s. It answers something that is powerful when abused and it's ENTIRELEY worthless outside those matchups. Grim Affliction I'd argue this is an autoinclude for sure. For obvious reasons I think. Trail of Evidence not sure if this would end up worthwhile or just choke a card slot but looked interesting. Viral Drake Gives us some air blocker meat and a way for you to dump mana at their end step if you have some left and help us grow. Howling Mine was also on my list. We want spells cast we just want to them mitigate them so we are going to need the fuel/card draw to make sure we have the RIGHT answers. Baleful Strix is pure value in most any deck. Cantrips and 1 time deadly air defense. Ghost Quarter, Encroaching Wastes, Strip Mine, Tectonic Edge, Wasteland - a couple to take care of possible show stoppers like Maze of Ith against us would be nice. Not to mention all the other utility lands people run we might want gone. I have too many slots dedicated to fixing so i cant run many of these colorless only sources. (though I did still slot a Wasteland). There's a ton of land destruction at sorcery in black, but i dont want to clog too many slots with something other than removal or it's going to get inconsistent fast. Befoul is probably on point for the versatility of it. I dream of Helldozer lmao but probably not...
4 months ago
4 months ago
I think it would be cool if you could pull off something akin to the legacy lands deck in EDH, complete with Dark Depths and all. Idk if that's what your going for, but it doesn't seem too farfetched. As for hate, I don't think you can play anything better than Crucible of Worlds/Life from the Loam with your choice of land that destroys other lands (Tectonic Edge, Strip Mine, Encroaching Wastes, etc.). Just use a bunch of seemingly group hug cards that let your opponents play additional lands and hurt them for doing so, yet disrupt them by constantly destroying their extra lands with LD. Eventually your opponents just won't have lands and will be at a low life total, allowing you to win by any means you see fit.
4 months ago
It depends on the meta and the cards you're using and some other things. I play a lot of aggro decks.
For removal: it needs to be at least two of fast, efficient, flexible, and thorough. Swords to Plowshares is fast and thorough; Sever the Bloodline is thorough, flexible, and conditionally efficient; Hull Breach is efficient and flexible. Don't bother with stuff like Murder (only fast) or Erase (fast+thorough but negative flexibility) unless you don't have better options or they have some other absolutely perfect trait that your deck uniquely maximizes (or you just really love them... Murder has such good art...). Your removal needs to be able to blow out defenses or counter high priority threats. You can't possibly respond to everything. Just figure out what the important stuff is keeping you from winning and blow that away.
- Fast: instant speed or "faster" (such as split second)
- Efficient: low cost-to-effect ratio
- Flexible: more than one way to cast, or more than one type of threat neutralized, or alternate non-removal modes (such as Rakdos Charm)
- Thorough: not easy to come back from or not easy to stop (exile, bottom of deck, change permanent type, other weird stuff)
Most of my aggro decks run between 7-10 removal; I may run more on cards that have removal as their secondary functions. The specific kinds of removal vary a bit depending on the deck's priorities and what kinds of threats the way it is built tends to feel the most frustrated by.
Boardwipes too. You need at least 3; you may need more for Saskia depending how fast you can get going. Don't just think of them as a way of stablizing a board that's getting out of control; think of them as step 1 in getting setup when you have a higher cost aggro strategy you're going to use. Laugh at the people that used Birds of Paradise as ramp because you boardwipe on turn 4 to clear the stage for Saskia's assault on turn 5.
Land destruction - if you're going "tall" with Saskia (probably my preferred approach) you need to deal with things like Maze of Ith. Protecting Saskia is fine but include things like Ghost Quarter or Encroaching Wastes to blow away land-based tricks and defenses. These won't always see use so you want ones that also tap for mana. I typically have 1-3 of these sorts of things (mostly because of the high cost some of them come at moneywise).
Just my 2 cents in 5 minutes.
7 months ago
Surprised you aren't going super-redundant with the Strip Mine effects. No Ghost Quarter (modern D&T runs it to combo with Leonin Arbiter, and you're running that), no Tectonic Edge (also run in Modern D&T), no Encroaching Wastes, no Dust Bowl... actually, forget Dust Bowl.
9 months ago
Couple of things to think about:
- Demolish is alright but, I'd rather have my removal be at least two of: cheap, fast, flexible, massive, reusable, and thorough. Demolish is alright on flexibility but not good on the other points. I prefer removal like Return to Dust (flexible, fast, thorough) or Capsize (flexible, fast, reusable).
- Krenko's Command and Dragon Fodder are kind of small effects. You might think about if you have something more explosive, or more generally useful you could use. For examples: Lat-Nam's Legacy, Supplant Form
- Cranial Archive is okay, but your deck has a lot of things that care about instants/sorceries, so maybe you'd rather use Psychic Spiral or something that can double as an offensive play (particularly if someone draws/mills themselves very hard). It can also be used politically to help a graveyard-focused deck.
- Ghost Quarter, Tectonic Edge, and Encroaching Wastes are good, easy to use land destroyers. They are all manalands so they are useful even if destroying lands isn't necessary.
9 months ago
There are still some remnants from my original idea for this deck, which was more of a constellation theme. That has fallen by the wayside, and full on Voltron has taken hold.
So, I am looking to replace Suspension Field because I don't know if it really has much utility in this deck, perhaps some spot removal?
Nykthos, Shrine to Nyx also seems to fit less and less, I don't find myself with a ton of devotion on the table, Kemba, Kha Regent does provide a pretty stable so maybe I am over thinking it. Are there any better mana accelerating lands that fit, remembering my $250 budget?
I don't feel that Kytheon's Irregulars really fits anymore either, but I haven't found a better creature to stick in there, but I think something with metalcraft might be a good choice, any suggestions?