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The current meta is filled with greedy lands that pain and prod the opponent as you destroy the rest as fast as possible. This will make them pay on average 5 life a game, making it easier to lock the opponent into a huge dilemma.

Turn 1: Forest, Elvish Mystic

T 2: Mountain, Courser of Kruphix OR Sylvan Caryatid because mana dorks are necessary for this build due to sacrificing the bulk of my lands, and the turn (3) 4-mana-land-spells.

T 3: depending on which card is revealed, play a land, gain a life, use a Demolish or a Desecration Plague to destroy their land below is a land priority system

T 4: land, preferably, into another land destruction spell (or a xenegos, polukranos) or an Ember Swallower to set up the strongest turn 6.

T 5: do whatever you want. Depends on what you draw. Now would be an opportune moment to use Eidolon of the Great Revel seeing that they are down two lands already, and are forced to play a 3 cmc card at the max unless the opponent draws another land. Eidolon will continue to amaze you as you don't even have to attack. For the opponent to cast a Mantis Rider they would lose 2 life, and 2-3 life from their pain lands or remaining fetch lands.

Secure the victory with a large ember swallower or a status lock with Eidolon of the great revel. This build has 4 Lightning Strikes main board to move more lifepoints downwards and to get rid of rabblemaster and Mantis Rider seen in the early game.

Land priority system:

There are currently 5 pain lands and 5 fetch lands in standard play. There are 10 scrying Temples alongside 10 ETB life lands (Jungle Hollow). You are spending 4 mana to get rid of one land, so you may ask, what is the best land to be-rid the opponent of? Here, I'll show you:

U/G, R/W, R/U, B/W, B/G = 2 sources of each color.

Fetch lands fill in the gaps with: W/U, G/W, G/R, B/R, B/U = 2 sources of each color available.

1-5, 1 is highest priority, 5= lowest.

1a) Temples: cycles of the temples (the scry lands). why? The opponent played a tapped land for 1 of three reasons: 1, that is all that they have left. 2, it fixes their mana which is a natural enemy of a LD deck. 3, they are setting up for larger plays in those colors.

1b) Basic lands of the splashing color. Why? Usually a 3 colored deck in standard right now will be prevalent and will use fetch lands to even out the colors. With them paying 1 life and throwing a land slot into the garbage, by removing the "singleton" land they are splashing for you are netting 2 lands and 1 life for 1 spell. Not to mention the fact that this is one of the slowest formats and making it slower and restricting mana can lead to one of the easiest wins if you are vigilant and intelligent with your land choices. Basics are basically basic ;) but in this meta where people are wanting fast mana, why not make them only use the lands that hurt them instead of the basic one's that they place down to expect to use?

2) Wedge lands. Same concept as the Temples but generally not as important. Why? If a person in standard is playing a tricolor wedge land it is generally a 1 or two of, meaning that they are panicking for the right mana at the right times. Since this form of land doesn't hurt them besides the ETB tapped, it's best to just get rid of it before they pull something off that you can't be ready for.

3) Pain lands. A main target only 1/2 of the time, so make this a mid-priority target based upon the other lands present. Why? Forcing the opponent to use them for specific colors will get them closer to a 0 life total in the beginning of the game.

4) ETB life lands. Jungle Hollow and cards of the like.Just leave them alone, not particularly an issue because there aren't very many in most deck lists, but treat them with the same mindset as a Temple: still a mana fixer, still a problem.

5) Mana Confluence. Leave it alone as best you can as it will be used for most spells, making their life total plummet within burn or aggro range. How? Casting spells over and over (which will be restricted for the most part) will result in major life loss if you follow this system. With their pain lands and their mana confluences together shocking them to play a low costed spell makes it dangerous and limits the opponent immensely. Don't forget that if the Eidolon of the Great Revel is relaxing on your board, opponents May take upwards of 3 damage (Lightning Bolt equivalent) to cast one spell, which better be worth it with the integrated aggro of this build.

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Revision 1 See all

(8 years ago)

-1 Hornet Queen main
-1 Xenagos, God of Revels main
Date added 9 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

5 - 2 Mythic Rares

19 - 3 Rares

0 - 8 Uncommons

16 - 2 Commons

Cards 60
Avg. CMC 2.92
Tokens Satyr 2/2 GR
Folders land destruction
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