Destroy target artifact, enchantment, or land.
Printings View all
|Mystery Booster (MYS1)||Uncommon|
|Tenth Edition (10E)||Uncommon|
|Ninth Edition (9ED)||Uncommon|
|Ninth Edition Foreign Black Border (9EDFBB)||Uncommon|
|Eighth Edition (8ED)||Uncommon|
|Seventh Edition (7ED)||Uncommon|
|Classic Sixth Edition (6ED)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Creeping Mold Discussion
1 week ago
I'm a Plant? A PLANT?
4 months ago
Love the description of the flavor of Creeping Mold :)
1 year ago
PlatinumOne "'modern counterspells cost 3 mana, or 2 mana with a downside' and 'wotc is anti-land destruction', I'd have to see sources before I believe those."
Bro... do you even play modern? Even the lands that blow up other lands either replace the destroyed land with a basic ( Ghost Quarter ) or have a cost of at least to activate. Tectonic Edge is an exception, but that qualifies more as "land management" than "land destruction" considering that you have to leave your opponent with at least 3 lands. Smallpox / Boom come in at , but they're symetrical, and Assassin's Trophy replaces the destroyed land with a basic (which sort of defeats the point), so again, not exactly in the spirit of "wotc supports carte-blanche land destruction for 2 mana". Fulminator Mage lets you destroy non-basics for and Cryoclasm / Blood Moon / Choke are all hate cards against certain kinds of lands, but again your opponent gets around it by playing not the kind of land you're hating on, so it's not "true" land destruction. True land destruction (of the "Destroy target land. That's it." variety) TYPICALLY comes in at with cards like Craterize , Creeping Mold , and Avalanche Riders , but Molten Rain and Rain of Tears do exist at . Even with that, modern doesn't have any COMPETITIVE lists built around pure land destruction, which should tell you something about the support (or lack thereof) that WotC has been giving land destruction as a strategy compared with other strategies since 8th edition.
As for counter-spells, the first counter magics you can play which can target ANYTHING (meaning aren't faced with some restriction such as
which all fit the slot) are
and their ilk in the slot. The ONLY exception to this is
, but that's in white and sees next to no modern play, even in U/W control.
The first point blank "counter target spell and it goes to the yard" spells come in at with cards like Cancel , Dissolve , Dissipate , and their ilk.
If you would still like a source, here is mtgtop8's modern breakdown, which you will notice features no land destruction, and exactly 0 decks which use any "unconditional counter spells" which cost or less. The reason is that Land Destruction isn't competitively viable, and no carte blanche counters exists for less than ! If they did, the modern community would have found them by now, but instead, we find that WotC doesn't support these concepts and has been very careful not to print any cards that violate these patterns!
Welcome to modern by the way.
1 year ago
Whoa, this is sick! :D I dig it!
Would you consider adding in Nature's Claim in place of Creeping Mold ? It's instant speed and 3 mana less. I'd also consider finding room for Eternal Witness , since in a deck like this it's basically a Snapcaster Mage . Last but not least, what is Elvish Clancaller 's purpose? I may have missed something.
All around awesome!
1 year ago
ZendikariWol, why not? And now that you mention mold, why is that aspect of nature not represented in a green planeswalker? Instead of gender-bending Garruk, we can have a new monogreen planeswalker that deals with Creeping Mold and the inevitability of nature and its more destructive/deconstructive elements overtaking the unnatural.
Or one that was a sentient animal, plant or fungi.
What is the philosophy of green? Straight from the horse's (or Maro's) mouth:
"Green wants acceptance.
The other colors are all focused on how they'd change the world to make it better. Green is the one color that doesn't want to change the world, because green is convinced that the world already got everything right. The natural order is a thing of beauty and has all the answers to life's problems. The key is learning to sit back and recognize what is right in front of you."
So, we can interpret that as you being a cog in a grand machine and learning what you are supposed to do is the ultimate path to knowledge. When something lashes out against the status quo, green is the color to uphold it.
Another monogreen idea in that sense would be a planeswalker that is able to fuse with the elements around it.
There are many, many other possibilities for a monogreen walker that are not "Garruk, but as a black woman".
Just read this article:
and by the end of it, you will have come up with at least 5 different mono-green walkers than what we got.
1 year ago
Traditionally, Land Destruction is more control based. This looks like red aggro with land hate thrown in. Meh. That being said I would make this more of a control deck, Field of Ruin needs to be added in for sure. That can blow out dual lands, Ixalan lands, and Memorials. Memorial to War needs to be slotted in as well. This will slow things down but isn't too painful if you only put in a couple. From there you would have to add in more colors. Green for Creeping Mold, black for Spreading Rot, and white for Fall of the Thran. Lots of options for control and win cons just depends what way you want to go. I've been running a R/B control deck that does well due to all the burn and CC that's out there. It would be interesting to go Mardu and use all of the white control cards. Lots of life gain there to make Star of Extinction a more viable win con.
2 years ago
The problem with LD (Land Destruction) decks is that a they are slow. painfully slow.
I run one in Modern. Rakdos () LD.
You limit yourself to , which is a powerful color combination, but the issue here is you can win so much faster using those colors.
The majority of LD spells in red cost 4. This means you aren't doing anything until T4.
Rakdos has a serious lack of ramp. Sure, there ARE cards that are "technically ramp", but traditionally you are wanting to increase your available mana consistently every turn, not bring out Rakdos Keyrune on T3 and have MAYBE 5 mana on T4, assuming you hit all land drops each turn.
Keep in mind that even if you ARE hitting lands 4 turns in a row, in Rakdos that's not optimal. You want swift, cheap spells. Lightning Bolt and Fatal Push and Terminate. Not land after land after land.
Having said that, there are great ramp cards available. Infernal Plunge, Generator Servant, Koth of the Hammer, Crypt Ghast, Liliana of the Dark Realms, Iron Myr, Leaden Myr, Plague Myr, Palladium Myr... But again, you detract from your LD spells. The further you push back your goal, the further ahead your opponent gets.
Uuuugh... On a phone. Fml
NOW we get to the problems. In Modern, games are fast. Really fast. Pushing out a game 5 - 7 turns is not ideal when you can design to win on T1. Casually you're golden. FNM is a toss up. Competitively? Good luck.
This is why Blood Moon, and in some decks Alpine Moon are so important. They CONTROL the lands, not remove them. If you want to optimize LD, look for cards that destroy lands as a secondary effect, such as Ghost Quarters, Field of Ruin, and Encroaching Wastes. -- The problem here now is you fill your deck with colorless lands, and you destroy your land base while giving your opponent basic lands of their choice (mostly).
Ugh, this was a poor decision to type it all out on my phone...
Okay. So let's ask a question: Why Rakdos?
There's a surprisingly good amount of land destruction spells in Modern and in Red (34 in Sorcery) and the cheapest are Cryoclasm, Molten Rain, Stone Rain, and Peak Eruption. Note that with Cryo and Peak, you don't need to target basics. You can target lands such as Hallowed Fountain and Irrigated Farmland, or combine Peak Eruption with Blood Moon.
In black, there's really just Rain of Tears, if you're trying to keep it all under CMC < 4.
You'll also want to recycle spells. Good way to do this is Charmbreaker Devils, but at 5 CMC there are better spells. I like to run him because he let's me get back LD spells every turn. If they don't have 1-Drop removals like Path to Exile, they are F-'ed. I run minimal removal and lots of LD, so even if I don't topdeck into one I can always get one back for free.
The more colors you add, the more fixing you need, and the less specialized your deck is.
That's why we don't run green. Stick to res as your main color with black support.
Overwhelm with cheap 1/1s like Goblins, and pick cards with huge bang for your buck. Kiln Fiend and Monastery Mentor are perfect. Goblin Guide hurts you here as he is doing what you don't want - Getting them more lands.
Overwhelm and go wide. It's cheaper and saves you Mana for LD.
I'm not going to build a deck for you, but I hope I helped a lot.
It's a legit strategy, but needs to be precisely honed and even than may be too slow.
Control / removal is better than LD, but LD does work. Modern prides itself on non-basic lands.
That's where you attack.
As for EDH? Against 3 other opponents, you'll be so vastly overwhelmed it's not even worth it.
2 years ago
Some recommendations that jump out at me are