Maybeboard


Mass land destruction, with Lord Windgrace at the helm.

Land Destruction (LD) is one of the most hated strategies in all of Magic, and with good reason. LD does not play fair. It prevents your opponents from playing at all. It is humbling, devastating, and keeps your opponents honest about the speed and tempo of their own decks. In a mature, healthy playgroup, bringing an LD deck every once in a while will be a welcome change of pace, and an endless source of stories to tell. This build is meant for casual playgroups, though some suggestions for upgrades are pointed out at the bottom of this description.

This deck's basic plan, as is with most LD decks, is to destroy all lands on the battlefield while protecting your own or otherwise destroying your opponent's lands only, thus locking your opponents out of the game.

Denying your opponents their resources in this way is not cheap, however – and it's likely to make you public enemy #1 at the table. This strategy is ideally executed relatively quickly, so very heavy mana acceleration is included in the deck, as well as a small package of wrath-like effects.

Having manipulated the amount of mana other players have at their disposal, we will be able to trigger Landfall repeatedly to generate large amounts of value, or take advantage of mana doublers better than our opponents by playing cards with high CMC or X-costs.

A quick overview of each card in the deck follows. Some cards fit into more than one category, and will be discussed in each.

Our commander, Lord Windgrace, has been chosen based on three premises: 1) having an on-flavor character that 2) significantly expedites or smooths out our strategy but 3) is not an essential part of our deck. We will do just fine without ever casting Windgrace, but his abilities will help us have resources at our disposal slightly faster, as well as recover from the havoc we will wreak at the table.

Windgrace's +2 strongly suggests a deck with a high land count, or an otherwise consistent way to have excess lands in hand. Our deck runs a total of 40 lands plus ramp, which is on the high end for an EDH deck. After the early game, two cards in hand might well be better than one more land on the field. Thus, after the initial ramping stage of the game, Windgrace is always at the ready to draw us into more gas.

His -3 goes hand in hand with our main strategy. As you may know, mana empties from pools at the end of each phase and step, so it is possible (and often correct) to tap all your lands for mana before casting an LD spell, as the excess can still be used after it resolves. This excess mana can be used to cast Windgrace and immediately bring back two lands from our graveyard. In addition, some of our LD spells destroy only some, not all, of our lands, so our commander's second ability will get us back on track sooner.

Windgrace's ultimate is seldom a factor during games, but be aware that it exists. It destroys up to six nonland (ironic, eh?) permanents, and gives you 12/12 worth of forestwalk creatures. Planeswalkers are often big targets because they can be attacked individually, so don't count on using this ability often at all. If you can pull it off, though, the reward is quite nice and will punish rival green players at the table.

The backbone of many an EDH deck. No two ways about it: our plan is mana-intensive, so the ramp/acceleration package we run is rather aggressive.

Mana Flare and Heartbeat of Spring are essentially the same card. Whenever a land is tapped for mana, these will add one more mana of that color. If either of these is in your opening hand, chances are you will be able to cast them on turn 3 or 4 at the latest. Be aware that these will benefit your opponents also. For more, Dictate of Karametra does the same, but it can be flashed in so you take advantage of it first. Zendikar Resurgent is more expensive at 7 mana, but benefits only you.

Cultivate and Khalni Heart Expedition are fairly standard land-based ramp. Tempt with Discovery may be more tempting than usual, since we are likely to have more lands than our opponents (be it because of LD or because of our high land count). Bringing two lands in is already fairly good, but if more than one person at the table is starved for mana, so much the better. Boundless Realms will double the amount of lands we have on the field, at times significantly thinning our deck.

Lastly, Nissa, Vital Force can untap one of our lands every turn, turning it into a beefy beater or blocker. If it dies, worry not! Windgrace can easily bring back lands with his -3 ability.

It's brash, it's cruel, it breaks Magic at a fundamental level. It's our guilty pleasure, and this deck is happy to indulge us.

A quick reminder: lands can be tapped for mana at any time you have priority, and mana lasts until the end of the phase or step, so it's a good idea to extract the mana from your lands when they're about to be destroyed. Watch out, as opponents can also do this and may respond at instant speed.

Death Cloud is the best LD spell we have, as we can put into it as much or as little mana as we please. With our deck running 40 lands, we are quite likely to be the player with the most lands at any given time. Put just enough mana into so no one has lands except you, and your card draw spells (and Windgrace's +2) will give you enough gas to stay ahead.

Obliterate and Jokulhaups are the same save for the fact that the former can't be countered – at the cost of more. These can work on their own, as the deck is well-prepared to bring back lands from the graveyard, but they become truly degenerate if you can prevent your own lands from being destroyed in the first place (more on that in the Protection section).

Wake of Destruction lets us hose a color - or a particularly sneaky opponent who might be playing only snow-covered basics. If your opponents are also playing , or , wait until you have one or two basics for that color in hand. Your mana doublers should suffice to keep you playing your cards normally. If you have Chromatic Lantern in play, this will be no issue at all.

Boil, Boiling Seas and Tsunami are all the same card in our deck, giving the finger to decks, and Flashfires will do the same for decks.

Destructive Flow and Ruination are very effective against most decks you're likely to encounter, as nonbasic lands are everywhere in EDH. The only nonbasic lands we run are fetches, so these two cards will not hinder us at all.

Bitter Ordeal is our two in the proverbial one-two punch. If (or rather, when) you destroy a large amount of lands (or creatures, or both), casting this will let you exile cards from your opponents' decks directly. After Obliterate hits a 4-player table, 30+ lands and 20+ creatures may have touched the graveyard. If so, you may exile upwards of 50 cards from libraries. Choose lands, or only lands for a certain color if your gravestorm count is lower, and you may just prevent everyone else from ever seeing mana again. Notice that countering Bitter Ordeal counters only one of the copies of the spell, and that tokens are also permanents, and will also increase your gravestorm count.

Our deck not only destroys lands, but can also punish all decks that run lands that we don't.

As explained above, Destructive Flow and Ruination will be a huge burden on most decks, but not ours, as they destroy nonbasic lands. If many nonbasics are on the field, Price of Progress and Primal Order will hit your opponents fairly hard turn after turn. On a similar vein, Blood Sun and Blood Moon shut off utility and nonbasic lands, respectively. Except for three fetches, we run neither, so it's perfectly safe for us to have either on the field.

We run Jund colors, so Tsunami, Boil, Boiling Seas and Flashfires won't affect us. These cards, of course, are more effective with more players at the table, as more people will be in white and/or blue. Wake of Destruction will also let us deal with a particular color. If this is one of ours, though, we have plenty of ways to recover.

Card advantage is a large component of EDH gameplay, as games tend to run fairly long. Thus, we run the following card draw sources. As most of these are repeatable effects, make sure to pace yourself and not overdraw.

Deathreap Ritual is an all-star, netting us a card on each turn a creature dies.

Dregs of Sorrow will let us draw a handful of cards and destroy some problematic creatures on the field, but it is a one-time effect.

Endless Atlas works wonderfully in a deck with lots of basics, such as ours. If you have it in your opening hand, it tends to start working as soon as more fuel is needed.

Phyrexian Arena will effectively double our draw step for the low, low price of one life per turn.

Necropotence lets us fill our hand as much as we want on our end step. Be careful, though. Life loss from this effect adds up quick!

Seer's Sundial lets us pay to draw one card every time one of our lands comes into play. With all the mana doublers we run, it is sometimes viable to pay , or to draw 2, 3 or 4 cards if that many lands enter the field at once.

Hypnotoad will let us draw twice per turn and will put lands into our graveyard, which we can then bring back. He's also pretty big: a 6/6 body with deathtouch for only is a force to be reckoned with.

This deck includes only 11 creatures, but Zendikar Resurgent can help us with a few draws when we do cast them.

Nissa enters the battlefield with 5 loyalty and requires only 6 for her ultimate, so it's not too difficult to use it. It will give us an emblem which will draw us a card when lands enter the field.

Windgrace also lets us draw cards! As long as you have an extra land in hand, you can pitch it to draw two new cards (one of which may even be another land to play that turn).

We run several ways to make our game plan more stable, including five board wipes.

Blasphemous Act and Chain Reaction deal damage to all creatures, and become better the more creatures there are in the first place. Gaze of Granite will let us blow up nonland permanents up to a CMC of our choice. Dregs of Sorrow destroys only a few creatures, but they can't be black and we will draw a card for each. It's a bit pricey, though, at 6+ mana. Our most effective board wipe is Mutilate, as it will get around protection, indestructibility and hexproof/shroud. You can even play your own creatures afterward and they will not be affected.

We can deal with just about any number of artifacts using either Consign to Dust or the strictly better Shattering Spree. Shattering Spree costs per destroyed artifact instead of , and if it is ever countered, only one of the copies will be affected. Consign to Dust is a fine fallback plan, though.

Chromatic Lantern will help us if we happen to have fewer lands of a particular kind in play than we would like, and it also lets us hit the ground running after a Wake of Destruction choosing a Mountain, Forest or Swamp.

Lastly, we have three effects which can win us the game on the spot in conjunction with an LD spell. Heroic Intervention will make our permanents indestructible until the end of our turn. Soul of New Phyrexia is a very similar effect on a stick, though it is both repeatable and more expensive. Sylvan Awakening will turn our lands into excellent blockers that are also indestructible. Use it to save yourself from your own LD spell, or use it in a pinch to block an otherwise devastating attack.

Animating lands (turning them into creatures) is often risky in EDH since there are many effects that destroy creatures. We, however, can bring back lands from the graveyard and have a few ways of protecting our lands at instant speed. Thus, we run Natural Affinity and Nature's Revolt. We may not necessarily want to attack with our animated lands. Rather, we can use them to dissuade our opponents from wiping the board or to take advantage of it. For example,Natural Affinity plus Heroic Intervention in response to a board wipe will leave your opponents in shambles.

Since our deck plans on having lands in the graveyard, it is always at the ready to bring them back.

Ramunap Excavator simply lets us play lands from the yard as if they were in our hand. After an LD spell, your opponents might not have lands in hand to keep playing, but this fellow makes sure we don't run out.

Splendid Reclamation, The Mending of Dominaria and World Shaper all do the same thing in our deck: bring back all lands from the yard at once. Play these immediately after LD (or time it so the last chapter of the saga activates the turn after), and you will have all your lands up and running, as if nothing ever happened.

Nissa can return a permanent from the yard to your hand with her -3 ability. If no important enchantments or creatures are there, you can often bring back a land or two. Planeswalkers survive most board wipes and all our LD spells, so Nissa will be more than happy to return our lands or creatures, respectively.

Scapeshift does not quite bring back lands, but helps us thin out our deck and will enhance the effects of the other cards in this section.

Our commander may also bring back lands with his -3 ability. He is an engine all in himself: Use his +2 to pitch lands and generate card advantage, then bring back the lands with his -3. This is Windgrace's only purpose in our deck - again, not essential at all, but he helps smooth out our plan.

Of course, all land recursion effects will also trigger Landfall, probably several times at once.

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

90% Casual

Competitive

Date added 5 years
Last updated 5 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

29 - 0 Rares

11 - 0 Uncommons

10 - 0 Commons

Cards 82
Avg. CMC 3.48
Tokens Cat Warrior 2/2 G, Clue
Votes
Ignored suggestions
Shared with
Views