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Wide Open World (Child Abuse Primer)

Commander / EDH Combo Control Land Destruction

TheLoneDart


Maybeboard


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.

Since the focus of this deck is to build a winning strategy from the manabase upward we have a lot of key elements at the foundation that are perhaps the most important of all pieces in the deck. Here are some of the key pieces

  1. The Tabernacle at Pendrell Vale imposes ongoing taxes against the opponents that forces them to pay up or pack up

  2. Maze of Ith removes opponent's beaters from combat so that we are not subjected to their mercy

  3. Rishadan Port can help shut down important lands that produce abilities or needed colors, consequently making progressing the game harder for the opponent

  4. 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

  5. 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.

  6. burn lands like Valakut, the Molten Pinnacle and Barbarian Ring which can be used to win games

  7. dual lands such as Hallowed Fountain, Stomping Ground, Breeding Pool, etc. which produce two colors of mana to help fixing

  8. other fixing lands such as Cascading Cataracts, City of Brass, and clan lands (3 color), etc.

  9. 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.

  10. 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:

  11. 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.

  12. 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:

  13. Wrath of God

  14. Damnation

  15. Day of Judgment

  16. Quarantine Field

  17. Volcanic Offering

  18. Ensnaring Bridge

  19. Fumigate

  20. Supreme Verdict

  21. 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:

  22. 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.

  23. 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.

  24. 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.

  25. 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.

  26. 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

  27. 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.

  28. Meekstone helps tap out opponent's threats.

  29. 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:

  30. 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.

  31. Summer Bloom helps us unload early-on

  32. Sol Ring, Darksteel Ingot are artifact mana sources that are great for their respective benefits (i.e. ramping up, fixing)

  33. 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:

  34. Crucible of Worlds, and.

  35. Ramunap Excavator

Together, these allow us to keep blowing up opponents lands or support Life from the Loam by making the lands it puts into our graveyard targetable. Furthermore, if opponents are able to kill our manlands or destroy our other lands in any way we can just bring them back and proceed with business as usual. Deadly.

Yes, the wait is finally over. Now we arrive at the important piece of the deck - win conditions. We have a number of solid conditions in this deck that span across already-covered categories. I will list them in no particular order, as we often use different win conditions from game-to-game depending on the deck we are up against.

  1. Valakut, the Molten Pinnacle+Prismatic Omen and (if needed or available) Scapeshift. Pretty easy to understand, everything is a mountain - go assault your opponent. Game over.

  2. Seismic Assault to just throw damage in their face, similar to Valakut

  3. Barbarian Ring, a slower version of the first two win conditions that involves recursing the land over and over from the grave once threshold is activated.

  4. Ongoing abuse from manlands, specifically Celestial Colonnade, Ormendahl, Profane Prince and Creeping Tar Pit which are the most evasive. As mentioned earlier, we can sweep the board over and over to make way for these attackers to go in and do their thing. Since they're lands primarily they avoid all sweepers as long as they're not animated.

  5. Kessig Wolf Run + Inkmoth Nexus for a greasy infect win. Although also a manland I like to put this by itself cause Infect is its own greasy win con.

  6. Dark Depths+Thespian's Stage for another manland-style wincon that deserves its own category.

    Lastly, here we are at Child Abuse. Basically we have our general, Child of Alara, who is its own board sweeper. It's a powerful mass removal that allows us to run all colors in the deck... And, as you may have guessed, we have lands to help trigger the removal of Child of Alara and consequently sweep the board at will. It's greasy.

Our Child Abuse lands are the following:

  1. Diamond Valley boom, comes with lifegain!

  2. High Market, also comes with lifegain, but just 1. Still, helps us abuse Child of Alara.

  3. Phyrexian Tower comes with some mana as a benefit.

  4. Miren, the Moaning Well, little more expensive, but still equally as abusive and only 3 mana for a heavy sweeper.

Thanks for reading :) Comments and feedback and +1's appreciated!

Suggestions

Updates Add

I am currently entertaining the idea of the following cards (found in maybeboard of deck) as possible fits in the deck:

  1. Diabolic Servitude will combo with Child of Alara by targeting her from the graveyard after each boardwipe. also, since Diabolic Servitude comes back to hand this process can be repeated throughout the game.

  2. Dark Petition, Sidisi, Undead Vizier and Bringer of the Black Dawn as additional tutors for the deck. I am going to test Bringer of the Black Dawn right away as this ability occurs each turn, which could make wins easy for this deck.

  3. Nissa, Vital Force to give us more draw and create big blockers. Not sure how this will pan out but I will likely playtest it after trying Bringer.

  4. Grim Discovery to fetch lands and Child of Alara. This will likely go in the deck soon, just figuring out what to cut.

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Revision 5 See all

(6 years ago)

+1 Animist's Awakening maybe
+1 Creeping Renaissance maybe
+1 Genju of the Realm maybe
+1 Reflecting Pool maybe
+1 Splendid Reclamation maybe
Date added 6 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

63 - 0 Rares

26 - 0 Uncommons

3 - 0 Commons

Cards 100
Avg. CMC 3.04
Tokens City's Blessing, Copy Clone, Elemental 2/2 G, Elemental 3/1 R, Human Cleric 1/1 BW, Marit Lage, Zombie 2/2 B
Folders Not My Decks, AAWant to try
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