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Elemental Land Destruction

Modern Budget Land Destruction Mono-Red Tribal

bliptm


Sideboard

Instant (1)

Sorcery (2)


Maybeboard

Enchantment (4)

Land (4)


Two things you rarely see in Modern are land destruction and elemental tribal. Here, I've tried to combine the two to make a budget deck capable of destroying and disrupting your opponents mana-base while playing big, tramply, hasty creatures for an early-mid game beatdown. It's certainly not top-tier, but it has some surprisingly good matchups and you can easily take your opponents by surprise.

The Mainboard

I built this deck around cheap land destruction and fast damage. With that in mind, the core of the deck is as follows:

  • Faultgrinders and Molten Rains serve as the land destruction, while also packing some damage. Use these to target dual lands, mutavaults, or tron pieces. You'll try to avoid casting Faultgrinder normally though, and instead use it alongside what's probably the second most important piece of this deck:
  • Incandescent Soulstoke makes the deck tick. It lets you cheat your Nova Chaser s and Faultgrinders into play early, allowing you to kill lands on the cheap or get in for quick damage. Combined with a Nova Chaser in hand and a Flamekin Harbinger on the battlefield, you can be searching your library for 10/2 tramplers every turn.
  • The aforementioned Nova Chaser is your main beatdown boy. He can come in with haste off of a Soulstroke, champion a Harbinger, hit for big numbers, and then get tutored back out to do it again.

I also have a set of Flamekin Harbingers, who helps grab the elementals you need when you need them. A pair of Flings also serve as finishers, and work great when paired alongside Nova Chaser . For ramp, we use Simian Spirit Guides and Pyretic Rituals. Do be wary, through: against some decks, we may want to ramp out one turn later so we can have an Apostle's Blessing or Lightning Greaves to protect our Soulstoke.

The Sideboard

The sideboard is pretty simple at the moment. I have some extra land destruction in the form of Stone Rain. Ingot Chewer can replace Faultgrinder or Nova Chaser against artifact heavy decks, while Wispmare serves as enchantment hate. Shriekmaw can come in for Faultgrinder, Nova Chaser or even Lightning Bolt to remove big creatures.

Matchups

Land destruction is, by definition, strongest against decks with greedy, unstable mana-bases. If you start hitting their lands turns 3 and 4, you can sometimes lock an opponent out of playing most of their hand. Tron is particularly weak to this, especially if they don't have a good draw. Similarly, combo and ramp decks are can be stalled with well-placed Faultgrinders. This can buy you time to hit with your big creatures while your opponent flounders.

Weak matchups are against decks with lots of cheap spells, like Infect and Burn. Jund falls into that category somewhat, depending on their draws. Sideboarding is key here - your Apostle's Blessings need to be ready to protect your creatures from the inevitable lightning bolts when battling Jund, while Shriekmaw might be more useful against more creature-based decks.

Possible Additions

If I had the money, I'd want a set of Blood Moons, because they fill a nice spot in the curve while denying the mana-bases of so many modern decks. Spellskite would be a much more flexible (and expensive) replacement Lightning Greaves and Apostle's Blessing. Also, Liege of the Tangle might be a powerful addition to the deck, but I'm not sure if I'll be in the position where I want to be using my lands to attack with instead of for mana.

Conclusion

This deck definitely doesn't fit into the norm for Modern land destruction/disruption. With a gameplan of stalling your opponent instead of locking them completely, we're able to pack a good early-midgame punch even if we don't draw great hands, or find ourselves staring down the barrel of an Infect deck. Don't expect to win consistently with this deck though -- it's very much a budget deck. If you have any ideas for things to add or change, I'd love some constructive criticism.

Suggestions

Updates Add

I've been playing this deck on xmage for about a week, and I've had some good match-ups and some bad match-ups. Early on I added 4 Simian Spirit Guides to help me get more explosive starts; combines with pyretic ritual, this let me start dropping Faultgrinders turn 2. My main weakness was the Incandescent Soulstoke itself -- once opponents know what I'm doing, it becomes a huge removal target. To remedy this, I've started running 2 Apostle's Blessing and 3 Lightning Greaves mainboard as protection against removal.

As for Avalanche Riders, far too often they feel like a worse Molten Rain -- 3 mana for one land and 2 damage vs 4 mana for the same. It's hard to justify using a Spirit Guide to ramp out for the riders knowing that you'll have to sacrifice them at your next upkeep, but it's also hard to pay their echo cost and tap out on your upkeep when you don't even know what your draw is. It might be my playstyle, but often these guys just end up sitting in my hand, so I pulled them from the deck after testing.

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Date added 7 years
Last updated 7 years
Legality

This deck is not Modern legal.

Rarity (main - side)

8 - 3 Rares

16 - 4 Uncommons

14 - 8 Commons

Cards 60
Avg. CMC 2.92
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