Instant (51)

Land (38)


Sideboard

Land (1)


Maybeboard


1. Deck plays lands and gets a ton of lands and gates for the win. Meanwhile, it supports this strategy with removal and combo stunting. Danger is slowness due to tapped lands. since there are 10 gates, that's 1 out of every 4 lands. Must put in a good amount of mitigation for this weakness (that isn't vuln to other dek teks, like mass removal... This may be a struggle too big to warrant running the gate tek)
Caveat: Land play has several methods (to both get around the 1 per turn and to get around having none in hand):

FOR PLAY

FastFetchplay: Nature's Lore, Three Visits , Wood Elves, Crop Rotation, Scapeshift, Clear the Land
Debatable Fetchplay: Collective Voyage (lotta land, for gate tek and wipe tek. **. The more lands I have, the stronger I am, while you rely on arts, enchs, crets, planesw.)
Slowplay: Knight of the Reliquary, Budoka Gardener
Play with certain conditions: Burgeoning, Manabond, Exploration, Animist's Awakening,

FOR FETCH (including to grave, any zone cept battlefield)

GodTier: Intuition
One into hand: Demonic Tutor, Diabolic Intent, Beseech the Queen,

  1. Putting lands onto the battlefield and into the graveyard is essential, because scapeshift and crop rotation allow for a quick swap and win.

  2. Having a reliable land untap feature is nearly essential. Thus Argothian Elder and Krosan Restorer are core. Amulet of Vigor too.

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