Thanks for coming to check out my EDH Child of Alara/Lands deck that I've made. This deck is a control deck focused around crippling the opponent with an ability-laden manabase allthewhile sweeping the board to prevent the opponent from getting fatal damage in. The deck, which was inspired by the Legacy deck Lands (or Oops, All Lands), was just built and has been tested for only a few days. Stay tuned for ongoing improvements and adjustments, and please feel free to leave feedback if you have ideas that may be useful.
The Tabernacle at Pendrell Vale imposes ongoing taxes against the opponents that forces them to pay up or pack up
Maze of Ith removes opponent's beaters from combat so that we are not subjected to their mercy
Rishadan Port can help shut down important lands that produce abilities or needed colors, consequently making progressing the game harder for the opponent
manalands such as Celestial Colonnade, Creeping Tar Pit, Dark Depths, Inkmoth Nexus, Lumbering Falls, Stirring Wildwood, Westvale Abbey
and Spawning Pool which help to get in damage, provide blockers, and ultimately avoid our mass sweepers in order to stick around all game
removal lands such as Ghost Quarter, Tectonic Edge, Dust Bowl, Petrified Field, Field of Ruin, Wasteland to knock off opponent's manabases. With Crucible of Worlds and Ramunap Excavator we can recurse these lands over and over to effectively blow up the opponent's whole manabase over time.
burn lands like Valakut, the Molten Pinnacle and Barbarian Ring which can be used to win games
dual lands such as Hallowed Fountain, Stomping Ground, Breeding Pool, etc. which produce two colors of mana to help fixing
other fixing lands such as Cascading Cataracts, City of Brass, and clan lands (3 color), etc.
utility lands which help us search, recurse, copy, etc., such as Academy Ruins, Thespian's Stage, Tolaria West, Vesuva, Inventors' Fair, Mirrorpool, Horizon Canopy, Reliquary Tower, Bojuka Bog.
child abuse lands, which we will get into later ;)
Finding important parts is a necessity when you're playing a deck that aims to lock the opponent out with mostly only lands. Because of this we have a number of important tutors for lands and other cards that are instrumental in helping the deck run. Here they are:
land tutors such as Expedition Map, Reap and Sow, Sylvan Scrying, Tempt with Discovery, Crop Rotation, Realms Uncharted and Weathered Wayfarer which help us find the important lands we need to control opponents or win.
general tutors such as Diabolic Tutor, Demonic Tutor, Gamble, Vampiric Tutor, Bring to Light and Wargate which help us get anything from creatures, to artifacts to enchantments or lands.
Since we are playing a deck with few creatures and a ton of lands we also carry a number of high quality sweepers to keep the board clean. Here they are:
Wrath of God
Damnation
Day of Judgment
Quarantine Field
Volcanic Offering
Ensnaring Bridge
Fumigate
Supreme Verdict
AND OF COURSE Child of Alara
This section is dedicated to cards that aren't exactly instrumental to any individual sub-strategy, but conducive of the overall deck in a way that they have their own merit of being high-utility. Here, you'll see lots of solid backbone components and silent engines that make the deck tick and smooth out kinks. Here they are:
Ad Nauseam helps us stock up on mana and fill our hand. If we can hit a solid run of land it allows us to draw a ton of cards with minimal drawback which can be pivotal in getting ahead in the game.
Amulet of Vigor helps speed up our slow lands, effectively allowing us to play on or ahead of our curve which is great for tempo and fixing.
Chandra, Flamecaller can be a board wipe, draw/discard or an aggro engine post-sweepers. She's got some solid facets that make her a suitable walker for the deck as a high-utility card.
Constant Mists is an ongoing fog effect. Sac a land, buy it back keep yourself safe. In a game where we can recurse lands each turn or play extras this card has literally no downside and prevents us from damage as long as it resolves.
Zendikar's Roil is a silent token engine all game, sometimes popping out 2-3 tokens per turn when we can excavate from our grave or draw additional lands
Teferi's Response helps protect our important lands from removal and gives us a nice draw effective to stock back up. Overall, very powerful when employed.
Meekstone helps tap out opponent's threats.
Horn of Greed is our best draw engine, albeit also a draw engine for opponent's. It works out to give us a solid benefit every time regardless of the drawback.
Of course we need to ramp up. We're playing lands in EDH, it's a must. Here's what we have available to help us pick up speed:
Azusa, Lost but Seeking, Oracle of Mul Daya, Wayward Swordtooth, Exploration, Burgeoning gives us outlets to draw extra lands ongoing throughout the game. This is deadly in lategame when we can blow up 2-3 opponent lands each turn and just sit there and laugh at them.
Summer Bloom helps us unload early-on
Sol Ring, Darksteel Ingot are artifact mana sources that are great for their respective benefits (i.e. ramping up, fixing)
Life from the Loam helps us pocket tons of land turn after turn and accelerate our draw but sucking 3 cards to the grave per turn, as opposed to only one from draw.
Our recursion sources are pivotal for creating ongoing shenanigans that really, really damage the opponents. Our two main sources for recursing lands are:
Crucible of Worlds, and.
Ramunap Excavator