Deus of Calamity
Creature — Spirit Avatar
Whenever Deus of Calamity deals 6 or more damage to an opponent, destroy target land that player controls.
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|Duel Decks: Heroes vs. Monsters (DDL)||Rare|
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|Commander / EDH||Legal|
Latest Decks as Commander
Deus of Calamity Discussion
2 months ago
I've been brewing a similar list. Albeit mine isnt exactly budget (Wheel of Fortune which is actually a pun with Klothys lol). Steam Vines is another version of Kudzu and running both would just seem hilarious. Shivan Wumpus and Argothian Wurm are decent cheap beaters that you can sneak out that no one will want to sac a land for. Deus of Calamity is another good beater. All these beaters do what we want, I.e. speed up games or cause LD. Stoneshaker Shaman, Price of Glory, and Citadel of Pain are pretty cheap ways to stop counter spells from blocking the mana intensive LD (Price of Glory is well worth the $10 tag). Other than that you may want some card draw. Something like Cathartic Reunion and other cantrips/cheap ways to draw. Reforge the Soul is another solid $10 upgrade should you want to increase the budget. Groundskeeper is a good budget puedo-Crucible of Worlds and lets you get some lands back.
4 months ago
jdwork Thank you for the comment!
Acidic Slime was the second to last card I cut from the deck to bring it down to 100. I absolutely want it in there, but I can't justify losing something else with a lower mana cost. Which leaves Feast of Worms, Frenzied Tilling, Volcanic Offering and Deus of Calamity as the only spells at 5 CMC, none of which I really want to trade out for the slime. Playtesting will decide if I'm wrong.
As for mana dorks, I also already had that thought, and your certainly in the right to mention them. By the same token, I've stared at this decklist forever, saying to myself "surely there's a way to fit a Sol Ring in here!" But I really haven't figured out how.
The deck is a slow, grinding victory sort of deck. It operates on resource denial, often at its own detriment. However, the land fetch and land recurrence keeps its own mana base alive, while the opponents have to keep rebuilding. And while it doesn't have an incredibly low curve, it also doesn't have any big-mana spells either.
So I'm torn. I feel like I have to have as much land destruction as is in there to do what it does. I don't know; which cards would you take out for dorks?
6 months ago
Ulasht is one of my favorites! There are many lines of play that you can take for powerful endgame plans, and you've got a lot of them in here.
Some changes I would make start with trimming down your mana curve. Your creatures are almost all haymakers. The way it stands, your gameplan is a bit too slow. I would begin by choosing a few big creatures that have the most impact and supporting them, cutting the rest. Avenger of Zendikar is a great card, but works better with a higher land count. Deus of Calamity has no immediate board influence. Same goes for Borborygmos. I do like Hornet Queen, Vigor and I would choose between either Dragon Broodmother OR Dragonlair Spider. Add in Craterhoof Behemoth, or, if that's out of budget, End-Raze Forerunners as a great win condition. Tendershoot Dryad is amazing, too.
Other important additions are mana dorks. They are the most efficient way to ramp into your larger things, while also making Ulasht bigger. Llanowar Elves, Elvish Mystic, Arbor Elf, Fyndhorn Elves, Boreal Druid, Zhur-Taa Druid, Radha, Heir to Keld all want to be in this deck. You're in green, so mana rocks not named Sol Ring or Mana Vault/Crypt can be dropped. Fecundity, too, as you don't have enough sac outlets to really garner a lot of value.
I would also say that your land count is low. Even with a bunch of mana dorks, you'll be mulliganning far more often than is comfortable. Add in a few more dual lands, or even basics, to smooth that out.
Hope some of this helps!
8 months ago
Add Manamorphose and Street Wraith for consistency. Consider Empty the Warrens as well for another win condition. Also there are likely better creature targets in the Modern card pool, ideally with Haste. The first two that come to mind are Deus of Calamity and Thunderblust . It is definitely pretty nice and refreshing to see a new take on the All In Red deck.
11 months ago
Hey Hi all. I used to have a R/G Land destruction deck here that had 29 +1's, likes, that was standard Format.
Then I changed it, to a modern deck, and it got +19 +1's,likes at another site.
Then I changed it again, and post it here again.
It can get out a Deus of Calamity , on, by turns 1,2,3.
It destroys lands on turns 1,2,3.
The deck destroys Jund, Tron, Kiki Chord.
I have worked a hard a long time on this deck.
So I posted the deck, as a kind of example, template, Primer, with a semi kinda, sorta, semi article like deck description.
Also I am trying to build one of the best Land Destruction decks possible.
And I want to help those in the community to be able build the best land destruction deck possible.
So please view, read, etc, the deck, when want to.
Also please comment on, about the deck on, at the deck, when want to.
Also when,if you like the deck, please like, +1 the deck, when, if you like deck.
That would, will help me, others assess the deck.
Also if the deck does NOT get enough +1's, it would probably get ignored.
I plan on buying the cards for this deck,then playing the deck at competitive FNM's, PTQ, etc.
SCORE: 1 | 13 COMMENTS | 133 VIEWS
1 year ago
After doing lots of tweaking, refining, etc, deck now down to 61 cards, 23 lands. Put in 2 Deus of Calamity to replace Goblin Dark Dweller.
So now have 2 Deus, 2 Charmbreaker Devils . 4 semi finisher's, 3, 2 of's, 1, 1 of, for a 7 of Semi Finishers.
Deck very consistently destroys lands turns 1,2,3. Then turn 4 either destroys a land or gets Deus or even Charmbreaker out. Turn 5. Same. Turn 6 same. Turns 7,8,9 land destruction starts to slow down if dont get Deus, Charmbreaker out. Land destruction still happens 1 every 2,3, 2.5 turns. Deus, Charmbreaker or Hoard Smelter dragon are usually out by then. 4,5,6,7 opponent lands have been destroyed. Opponent down to 0,1,2 lands. I have about 5,6,7,8 lands, mana out per turn.
Turns 10, 11, 12. Guaranteed a Semi Finisher out, game over for opponent by then. USUALLY there are RARE exceptions.
Deck does not do well IF IF it ever does not destroy land turns 1 thru 4. If that happens. Extremely unlucky draw, deck will probably lose. Get game over with, and move on to the next game.
Also if Mulligan or double mulligan, when needed, that helps deck to be even more consistent, not get stuck with a bad luck draw that loses.
Deck still does not like hordes, counterspells, 1,2 cmc counterspells, removal.
That why have Veil of Summer, Surgical Extraction, Slagstorm in sideboard.
Deck doesnt like lose on turns 1,2 decks, And doesnt like facing a big finisher on turn 2(Tho once I did get out Deus on turn 2, with: Turn 1: Bird. Land. Turn 2: land. Tap bird for 1 mana, tap 2 lands for 2 mana. Now at 3 mana. Remove 2 Simian Spirit Guides from the game, add 2 more red mana. Now at a mox of 5 red, green mana. Pay that 5 mana, drop Calamity on turn 2, and exclaim "Oh the Calamity".
Then turn 3 cast a land destruction spell, destroy land. Attack opponent. If opponent have no blockers, then deal 6 damage, destroy another land.
If Opponent does not have any removal that can cast, then Oppenent likely to scoop turn 4, 5.
But deck USUALLY wont get out Deus on turn 2 like that, so deck will not like, do well vs a turn 1,2 win deck.
1 year ago
Thanks Darth for your comment.
Your right that Ponza's Ramp package is better for what it wants to do.
The difference between my almost mostly semi pure LAND DESTRUCTION deck, and Ponza is:
From what I have seen, Ponza is NOT DEPENDENT on Land Destruction the way my deck is.
What I mean by that is, is if Ponza is able to destroy land, that's bonus. But if not, it will RAMP UP to it having more THREATS then my deck, then use creature Removal, burn, protection of its threats to win. And its Ramp package is better then my deck's Ramp package at doing that.
My deck is different in that if I dont destroy opponents land, then this deck is SUNK.
This deck Ramps in the following ways:
It uses the 4 Birds, or 4 Arbor elves, or 4 Mana Dorks, to help destroy land on, by turn 2.
It uses 4 Simian Spirit Guide 's to destroy lands on turns 1,2,3.
That, this does 2 things:
It deramps my opponent, as as such is a kind of tempo ramp for me, putting me ahead land wise ahead of opponent.
Using the ramp that I use to destroy lands on turns 1,2,3, alao helps me get out more land destruction cards on future turns, and helps me get out my semi finishers.
By turns 4,5,6,7,8:
I have destroyed about 3,4,5,6 opponents land.to the point, where opponent either has 0, Zero,1,2 lands.
I have about 3,4,5,6,7 land.
I have out one, an or some of the following:
A. Acidic Slime
D. Hoard-Smelter Dragon .
You said that my deck lacks consistency of Ponza.
That's probably true, when compared to the OVERALL consistency of Ponza.
But my deck is actually more consistent then Ponza AT DESTROYING LAND more often, and more consistent then Ponza at destroying lands Turns 1,2,3.
My deck is VERY consistent at destroying lands, and at destroying lands turns 1, 2, 3.
Now where my deck is similar to Ponza, is that like Ponza, I destroy land, ramp up to threats.
Its just that Ponza has more,and better threats then my deck.
And I destroy land better then Ponza.
That might change a little as I am putting Deus of Calamity into deck(Thanks Funky).
Also I am not saying my deck is better then Ponza. It either may or may not be better the Ponza,an or probably is better then my deck.
But the 1 thing my deck is better then Ponza at, is that my deck is a better LAND DESTRUCTION deck that is better at destroying lands then Ponza is.