This is a silly EDH deck idea that was first suggested to me by a neighbor, and it got me thinking, "what if I could really make a deck that was comprised of nearly all Man-Lands?" In other words, what if I had a deck whose main win condition was damage done by lands that become creatures?
There are distinct advantages to such a deck. Lands aren't affected by board-wipes, and outside of instant-speed spot removal, they are harder to remove than creatures, artifacts, or enchantments. Also, they often provide mana as a secondary ability, and help in all land-related effects.
There are disadvantages, too, however. Man-Lands are often weaker than normal creatures, and they take mana each turn to activate them. It will require a ton of mana to operate this deck, which means that ramp will be a very important strategy. Also, in order for them to do enough damage to win, they'll need some evasion or provision for attacking. Also, since my board will be fairly empty during my opponent's turn, I'll need some way to protect myself from enemy creatures. Board wipes will be a necessity for this deck to stay afloat, so I'll play as many as I can.
Here are the cards I'm currently looking at. Some notable strategies are outlined with each:
Man-Lands and Man-Land Creation - These are lands that become creatures, or in the case of Skarrg Guildmage, creatures that turn lands into creatures.
Creeping Tar Pit
Svogthos, the Restless Tomb
Creature, Artifact, and Enchantment Destruction - These are the all-important board wipes I'll need in order to stay alive.
Black Sun's Zenith
Day of Judgment
Decree of Pain
Wrath of God
Land Fetching and Ramping - The following spells allow us to fetch our lands or ramp into our mana abilities.
Crucible of Worlds
Knight of the Reliquary
Reap and Sow
Azusa, Lost but Seeking
Oracle of Mul Daya
Rites of Flourishing
Other Cards - The following cards provide various useful abilities to our deck. They are explained individually.
Howling Mine - Refills our hand.
Prismatic Omen - Fixes our Mana
Child of Alara - Our General, which not only allows us to play five colors, but also has the added bonus of giving us the option to destroy all nonland permanents.
Terra Eternal - Protects our lands from destruction.
Elspeth, Knight-Errant - Creates tokens for protection, but has the potential to give our lands permanent indestructibility.
High Market - Protects our creatures from being mind-controlled.
Increasing Ambition - Tutors for things
Door to Nothingness - Secondary win-con
Avenger of Zendikar - Secondary win-con, can be very powerful with many lands in play.
Gavony Township - Gives our man-lands counters, which stay on permanently.
Kessig Wolf Run - Allows our small man-lands to attack for a lot.
Rogue's Passage - Gives our fragile man-lands unblockability. Added bonus if one of Vraska's tokens is in play.
Vraska the Unseen - Secondary win-con, gives us spot removal against difficult permanents.
Enlightened Tutor - Allows us to search for important artifacts or enchantments (such as Crucible of Worlds or Terra Eternal)
I'm very interested in hearing your opinions and suggestions! I'd love to hear if you have any cards in mind I should consider, but if you want to suggest a new card, please suggest which one(s) I should take out for it/them. :)
Plague Boiler Treasure Hunt Druidic Satchel Unexpected Results Devastation Tide Cyclonic Rift Storage Matrix Kederekt Leviathan Planar Cleansing Some options to consider I have no idea what to take out but the creature only destruction could stand to be replaced with destroy/remove all non-lands and that's what these do.