Structural Distortion

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal
Pauper Legal

Printings View all

Set Rarity
Shadows over Innistrad Common

Combos Browse all

Structural Distortion

Sorcery

Exile target artifact or land. Structural Distortion deals 2 damage to that permanent's controller.

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Structural Distortion Discussion

landofMordor on Griselbrand U/B/R (Grixis) Reanimation

21 hours ago

I'd recommend Structural Distortion over Crumble to Dust, since you get some extra functionality there. Otherwise, sweet deck! I've been working on a similar build, so it was helpful to see your list.

aholder7 on LD Deck

3 weeks ago

I personally prefer it Sideboarded for control match ups because against other decks it's basically a worse Structural Distortion. However I think that it's better than Reclaiming Vines since the deck already has 4 Creeping Mold

aholder7 on LD Deck

1 month ago

General Notes:

i dont think you need blue here. milling doesnt do anything for you (even if you mill a land that doesnt change the fact that the top card of their deck could be another one). and while making things cheaper is better, if you play 3 drop land destruction (which you should play as much of as possible) then playing a 2 drop that reduces cost doesn't really make things come down faster. And the thing is unless you're casting more than one land destruction spell per turn its probably better for it to be a mana dork (a 1 drop preferably. theres no particular reason for you to use 2 drop dorks). or to replace them with mana rocks that are much harder to remove.

Now lets look at green. what does green give you that red does not have.

mana dorks. good beat sticks. and enchantment hate. if you have green in the deck, make sure you are getting all the benefit you can from it. if you're not then you may as well play mono red (possible, i made a mono red land destruction deck a while ago just to prove you could).

1 ofs are inconsistent. if you put a card in your deck you need to understand how often you want to see it. if you put 4 in, you are generally saying you want to see it every game and in general as much as possible. as a 3 of, you are saying you do not need to see it every game, but you still want to see it most games or its great to have but doesn't do as well in multiples. 2 of means you dont want to see it in most games or you really don't want to see it in multiples. 1 ofs are usually used as 5 ofs or as tool box cards. what i mean is that if i really want to play as many Terminates as i can i will play 4, but i may still want more so i play Dreadbore which is worse, but is basically my 5th Terminate. A tool box card is mostly for decks that can search for cards with things like Chord of Calling or Trinket Mage etc that can search the entire deck for the 1 of that you put in there for just this case. your deck doesn't search so right now most of your 1 ofs are inconsistent. for example why would i play 1 Lightning Bolt, 1 Shock, 1 Harnessed Lightning and 1 Lightning Strike, when i can just play 4 Lightning Bolt.

so lets walk through the deck piece by piece.

Creatures:

Baral, Chief of Compliance: not a bad card, but you don't play very many counters (1) and as i mentioned above it's not much better than Arbor Elf in this deck. especially since most of your instants can't actually benefit from his effect.

Goblin Arsonist: I assume that this card is in here to help protect you early game by disuading enemies from attacking. This card isn't that great at that, and most 1 drops in red really wont be. rather than try and but down a turn 1 wall, you may want to focus on making yourself quicker. so something like Arbor Elf or something similiar might benefit you more.

Minister of Inquiries: as i mentioned above this card does not furthur your goals. the best part about this card is that it gives you energy for something useful like Aether Hub but if you drop blue, then you don't need Aether Hub.

Servant of the Conduit: there are enough 1 drop mana dorks that you don't need to play this 2 drop mana dork. especially since it has limited uses.

Thragtusk: this is actually a really solid card. it gives you a good body with some life so that it has imediate impact, which is important for a 5 drop in modern. the fact that it also has residual value even when removed is what really makes this card great. my only worry is that with 22 lands you might run into problems casting it, but if you add any number of mana dorks this problem should resolve itself.

World Breaker: too expensive. you play 22 lands and this card is 7 mana. even with mana dorks this is too much risk for not enough reward.

Instants:

Appetite for the Unnatural: try Natural State instead.

Lightning Bolt: probably one of the best red cards printed.

Negate: you don't need blue. even if you do stay blue, either put in more counters or take this one out. you don't want just 1 counter.

Shock: you may want something like Pyroclasm to clear the board of several small units.

Sorceries:

Creeping Mold: i'd rather just have another Structural Distortion over this, but if you are seeing lots of enchantments and artifact, then this card is ok.

Crumble to Dust: this is actually one of the better 4 drop land destruction spells, as it can destroy land on their field and some in their deck making them less likely to draw more. (this is different than milling which may or may not alter the ration of lands to non-lands in the deck)

Reclaiming Vines: see reclaiming mold. also see Roiling Terrain.

Stone Rain: Bread of the deck. does exactly what you want to do.

Molten Rain: bread, meet butter.

Structural Distortion: mini Roiling Terrain most of the time, but it does let you exile land which can get the occasional Darksteel Citadel. if you end up putting Roiling Terrain in the deck, you may want to replace this with Poison the Well.

n(not in your deck currently) Boom: this card is fantastic. but usually only if you play it alongside fetches (Wooded Foothills) or Darksteel Citadel. otherwise its just ok.

Lands:

Aether Hub: if you switch to a 2 color deck you can take this out.

Blighted Cataract: regardless of if you stick with blue or not you should take this out.

Botanical Sanctum: obciously if you drop blue you drop this.

Cinder Glade: you actually will probably want to drop this regardless of what you do to your deck. you are on a tight clock. you cannot afford not to have your mana when you need it, and unless you always have 2 basics on the field when you play it, then it's too dangerous to play. you'd rather hurt yourself with something like Karplusan Forest.

Forest: basics are cool.

Game Trail gets better once you drop blue. also gets better if you add any number of Stomping Ground.

Island: this card makes people concede in legacy.

Mountain: glory be to red and all the pain it will cause.

Spirebluff Canal: you drop this if you frop blue.

Ghost Quarter is also an option. it doesn't put them a land down, but once you get enough land that you don't need all of it, you can effectively sac this one to make your opponent downgrade one of their lands or just to remove one from your opponents deck to make it less likely for them to draw more. also works well with Boom.

if you couldn't tell i really think you should drop blue.

hopefully this is somewhat helpful to you. as a tip you should probably add a budget tag since you are looking to keep this under $150.

best of luck with your deck.

usurphling on Land Destruction

1 month ago

Ok so I reworked your deck and you're right, Attune with Aether is good here for it gives you a guaranteed land drop and it will lessen your bad draws by shuffling your library. I also replaced your planeswalkers by having 2x Chandra, Torch of Defiance and 1x Arlinn Kord  Flip. I think arlinn kord is nice here for it gives your big bodies vigilance and haste...and also it gives you a blocker and later on you give your big guys trample.

With regards to land destruction spells, I will keep 3x Crumble to Dust (most of the decks right now have non basic lands), 4x Reclaiming Vines and 4x Structural Distortion because they're flexible.

You should update your list here so that your viewers can playtest it and further help you out improve your deck. Let me know if you have more questions.

CattCaller on Planetary Devastation

1 month ago

Servant of the Conduit would be a pretty good card to have in this deck. Will let you get your land destruction spells out on turn 3 in the cases where you don't have a creature out on board for the swell of growth to work.

You should also put in World Breaker and a couple Drownyard Temple. Once you have 7 mana, you can have a recurring threat that exiles your opponent's lands on every cast. That's a card that I think every deck that's running a land destruction theme should have.

Could replace a Succumb to Temptation with another Structural Distortion to have more land removal and damage.

Maybe a couple Hedron Archive to help you get to Oblivion Sower on turn 5, or even as early as turn 4 if you manage to curve out.

Aside from that, looks fun! How's your testing with the deck been so far?

usurphling on Land Destruction

1 month ago

Wow I forgot the Structural Distortion, thats an auto add. then just fix the deck and you can fight against the netdeckers lol :p

Zaueski on Favorite Flavor Text?

1 month ago

Sorry, I'm going to cheat here and list two each :P Sue me xD

Comedy: Impending Disaster/Incendiary Flow

Serious/Dramatic: Structural Distortion/Redirect

clayperce on Crackdown Control (AER)

2 months ago

Finally catching up on comments ...

oblivion234 and ArmyJM07,
Yep. I've been thinking about making a Temur build ever since this post.

oblivion234,
Red also has Artifact hate. No more Smash to Smithereens of course, but IMO Destructive Tampering and Release the Gremlins are quite good, and Gremlin Infestation, Structural Distortion, and Ruinous Gremlin have their uses.

ArmyJM07,
Sounds like a fun deck!

randomrarehunter,
Sorry but neither Aqueous Form nor Artful Dodge are legal in Standard. Plus they have the same problems Slip Through Space does, from this post.

sas3197,
Thanks for the kudos. In actual testing (with 4x Crackdown Construct, 3x Key to the City, and 2x Trail of Evidence), I've seen Inventors' Fair in about 70% of my games, and it's triggered in about 30% of those. That's a far cry from "never" :-D

Less than 26 Lands might work, but I started there (based on this list) and have been happy with it so far.

As an aside, at some point I'm going to test a Clue-heavy build, using Mechanized Production (#Protect_Combo_Pieces #Alt_Wincon) and Tamiyo's Journal (#Find_Combo_Pieces). If I do that, I would likely increase the Investigate effects too (e.g., with Erdwal Illuminator and Confirm Suspicions)

Bigbare01,
Yeah, that could be fun. I figure half the Internet is already trying to break Saheeli and Guardian though, so I'm gonna stick to Crackdown Construct for now. For ideas on what other people are doing, I recommend checking out the Recent Decks section of the Crackdown Construct page.

Thanks everyone!

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