Horror of the Broken Lands
Creature — Horror
Whenever you cycle or discard another card, Horror of the Broken Lands gets +2/+1 until end of turn.
Cycling B (B, Discard this card: Draw a card.)
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Horror of the Broken Lands Discussion
1 day ago
bellz76 that's amazing! I'll definitely be sure to add Forgotten Creation somehow.
As for the removal: I'm kind of banking off Hour of Devastation having some removal or psuedo removal with a discard or cycle mechanic attached to it. Just the Wind looks like a sideboard card to me because it only really gets value if I'm going in for a huge attack or the opponent is running a huge creature or something with an effect I don't want.
I'll try to add Key to the City but idk how mana viable that would be since I'm already paying to give something a -1/-1 counter.
Or perhaps just something to increase creature survivability rather than removal.
You'll notice that I've added Hollow One to the deck instead of 2 Horror of the Broken Lands and a Vizier.
3 weeks ago
After some extensive testing I have had mixed results. Either I got a turn 2 or 3 beater and won, or they just used something like Chainer's Edict to kill my creature. I love the Horror of the Broken Lands, but really disliked the Grazing Kelpie. The kelpie came out too late and I never really wanted to see it in my hand. I will continue to test and refine the build :D
3 weeks ago
Dude, if you're playing this, you need Horror of the Broken Lands.
3 weeks ago
If reviving creatures is what you're looking for, the best decks that currently employ the strategy are Dredge and Living End. Dredge uses the namesake mechanic on cards like Stinkweed Imp to build up a huge graveyard, then beats down with cards like Bloodghast, Narcomoeba, and Prized Amalgam. Living End uses creatures with cycling (like Desert Cerodon and Horror of the Broken Lands) to churn through its deck, then uses cascade spells like Demonic Dread and Violent Outburst to cast Living End for free and revive them all in one go. Would either of these interest you?
1 month ago
1 month ago
Even though Soulstinger doesn't look powerful, in a deck like this, it could be a useful way to nuke an opponents creature. As Murphy77 noted above there are some solid additions that make this strategy tick. Ruthless Sniper was tailor-made for this type of deck, it lowers the curve of the deck and gets the engine started. I see that you added the Wasteland Scorpions which should help a lot with early game defense and as a cycler in the late game. I don't like New Perspectives for this archetype because of one fatal flaw, it requires you to have 7 or more cards in hand to function. Yes, it draws you three cards but it would also make you second guess casting anything. I like having Faith of the Devoted as a win condition and it should be considered as an auto-slot for a cycling deck in most cases. In this case though, your deck is leaning toward aggro more than control. FotD could be in your sideboard to swap in for Drake Haven when facing a control deck. You may want to consider cutting Horror of the Broken Lands because I fear that it's cmc is too high and even with cycling it lacks that game-ending quality. If it had a keyword that enabled it to evade (Menace) or overpower (Trample) a defender it would have much more value. Last but not least Shadow of the Grave is another auto-slot to me, it just helps so much! The common argument I hear is "but then you'll end up having to discard at end of turn", isn't that what this deck wants to do? I'll admit that I have not piloted this deck myself, but I have faced it a few times. When they get "free" discards that trigger their other abilities it is devastating to my board-state or life total. Which is why deck brewers were salivating over New Perspectives during spoiler season, but it dropped off drastically once players got their hands on it. The "free" discards from NP are negated by it's steep mana cost of 6 because you cannot pay to activate your abilities that cost mana. SotG can generate a similar turn sequence for cmc 2 which is four activations in this deck. I hope some of the above babbling is helpful with tuning your deck. Good luck and kudos for not net-decking jerkyfiddle.
1 month ago
Shadowhand, mana is fairly easy to come by with the Shefet Monitors and Vizier of Tumbling Sands. Even if I tap out to cast New Perspectives I can still acquire enough mana to end the game without passing the turn. No need to cycle on opponents turn, unless it is to help ramp or pull into New Perspectives.
Once New Perspectives is out, it is important to get the other basic lands on the battlefield with the Shefet Monitors first. If I have two or more in hand I'll cycle the first, triggering the land search ability, and before the cycle resolves to draw, I put another on the stack. That way I can pull the lands out of the deck, not leaving them to a possible cycle draw. (You wouldn't believe how often I drew a basic land after cycling a Shefet Monitor before I started stacking them like this.) Any basic land in hand, if I already did my land drop for the turn, while going off with New Perspectives, is a dead card. They are better suited on the battlefield. Once I pull all the basic lands from the deck (I run 10) or if I run out of Shefet Monitors, I use Vizier of Tumbling Sands to untapped lands. They are best used on a land enchanted with Weirding Wood though so I try to save them for that as much as possible.
If all the Shefet Monitors have been cycled or the library has run out of basic lands, and all the Vizier of Tumbling Sands are already cycled too, I play Shadow of the Grave to bring them back to hand and keep the mana flowing. I'm just careful to make sure I have the mana to cast Shadow of the Grave at all times when going off. I don't want to fizzle out of cyclers without mana to get my graveyard cyclers back.
The real trick I've found is deciding what direction to go for the win, Faith of the Devoted or Approach of the Second Sun. They are both very viable but it is important to weigh variables such as: life totals, counter magic possibilities, how quickly I can get my mana to fulfill the win con, and how many cards I have left in my library, before committing to one.
I like Faith of the Devoted because it costs less mana overall if my opponent hasn't had any life gain. With a full health opponent, it takes 13 mana (outside the costs of Shadow of the Grave) to win. It takes 14 mana with Approach of the Second Sun. With Horror of the Broken Lands and Fling, it only really takes 7 mana.
There are pros & cons to all three. If the opponent has any life gain that'll raise the overall cost of a Faith of the Devoted kill. But it can be cast in the early game before going off with New Perspectives and can have early benefits by keeping me alive. I also run three so it is more resilient to counter magic. Approach of the Second Sun works great but it is more mana intensive with no early game use. Since there is only one in the deck it is highly susceptible to counter magic.The Horror of the Broken Lands and Fling combo is the cheapest to use and can have some pre-New Perspectives play use/buffering. But it is susceptible to removal. Counter magic on the Fling can be devastating.
One big problem I've run into is decking myself. I think it has been just from sloppy play, not keeping an eye on my library count and not planning ahead. Each time I cycle a Shefet Monitor or Vizier of Tumbling Sands for mana it eats away at the library. Sometimes that is good, like when Im hunting for a win con or more mana production, but other times it is bad, like when I realize I cycled my last Vizier of Tumbling Sands, with no cards left in the library, and I still need one more mana to win. (Happened to me in play testing today)
It is really important to know how instant speed timing on the stack works with this deck. If the opponent is at 20 life and I have a Faith of the Devoted on the battlefield, 10 mana in my mana pool, 10 cycle cards in hand, and 0 cards left in the library...it is still possible to win as long as Im careful with how I resolve triggers and add new ones to the stack.
I have found it best to get all the mana Ill need in my mana pool before pulling the trigger on a win con. Sometimes I get a bad draw order, even with cycling, and I don't have enough mana to win in a particular way. For this I am considering Curator of Mysteries. It will really help in getting the cards I need to the top of the library, and the ones I don't to the bottom. It will also have some early, pre-New Perspectives use with buffering attacks. Still have to do more play testing though.
I started using 5 mana color specific d12s to keep track of my mana pool. It helps a lot since I have to tap and untap the land with Weirding Wood a lot by way of Vizier of Tumbling Sands. Keeping a healthy mix of black and white mana, and red if a Fling is an option, in my mana pool will be important when pulling the win con trigger, whatever it might be. Having some blue available with a Censor or two in hand is good for added protection.
This deck is complicated. It requires a lot of practice to really get all the ins and outs of it. I hope to play it on Game Day this weekend but I think I need a lot more practice. I learn something new about it, or a new trick or tactic, after nearly ever play testing session.
It can be a lot of fun to play if you like a challenge or figuring out puzzles. Not so much fun for the opponent as they will often just sit there while you flip through your library for 5-10 minutes finding a way to kill them.
1 month ago
You should invest in some of the new amonkhet cyclers, Horror of the Broken Lands and Desert Cerodon are the best. I have been loving living end lately, I made a version that uses more blue than green, if you'd like to look at it it's Living End.