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|Duel Decks: Heroes vs. Monsters (DDL)||Rare|
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Deus of Calamity
Creature — Spirit Avatar
Whenever Deus of Calamity deals 6 or more damage to an opponent, destroy target land that player controls.
Deus of Calamity Discussion
2 weeks 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
2 weeks 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.
2 weeks 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.
2 weeks ago
Why? because a KEY combo play in this deck ia:
T1:Land drop bird if have one.
T2: Land. Either tap bird for 3 mana, then drop Liquimetal Coating , and 1 cmc artifact destroyer, and destroy 1 land. OR remove 1 Simian Spirit Guide , from the game, add 1 red mana, tap 2 lands for 2 more mana, drop Liquid Metal, and 1 cmc artifact destroyer, and destroy 1 land on turn 2.
I cant do that with a 2 cmc artifact destroyer.
Also Reckless Air Strike allows me to destroy a 3/3 flying creature or to destroy a artifact, for 1 cmc.
2 weeks ago
I'd vote for Shenanigans as turn-after-turn repeatable artifact destruction.
2 months ago
Interesting take on a Ponza style deck. I'm not sure I'm sold on the Dark-Dwellers or Wumpus, though. 2 similar cards which are actually seeing (fringe) play are Dreadhorde Arcanist (instead of Dwellers) and Deus of Calamity (for Wumpus). Toss in Rhythm of the Wild and they both become pretty scary threats for the cost. Another thing to consider would be Wrenn & Six + Ghost Quarter, but obviously the deck is no longer remotely budget-friendly, lol.
FWIW: Caleb D went 5-0 not too far back with a Rhythm of the Wild/Deus of Calamity deck - Rhythm Titan (Modern)
One other thing I'd consider if I were you is Weather the Storm over Feed the Clan (or at least some number of them..). I have always been an advocate for 1-2 Feed the Clans in G/RG/Jund sideboards if you're playing larger threats, but many people have made the switch since Modern Horizons. It can be nearly as good as FTC when it's at it's worst, but at it's best it can be WAY better and can even act as a counter things like storm/grapeshot kills. I'm not sure all 4 are needed, though..
Anyway, I'd be interested to know how this deck has actually worked out for you as it is. Do you play in leagues online? Or just locally?
5 months ago
Yea very true KamiKasper, I didn't put Primal Command in the end because I think it disrupted the mana curve. What do I take out for the two other Lightning Bolt though? And so what are your thoughts on Deus of Calamity ? It's one more mana, but it appeals to me because they can be red or green and it destroys a land when it comes into play rather than giving the option to sacrifice one.
5 months ago
Hey KamiKasper, thanks for the insight! I actually did consider Primal Command , maybe I'll put one instead of a Rhythm of the Wild .. but I ended up opting for Rhythm of the Wild because I didn't have a real solution for blue counter spells and I really wanted something that could give my Shivan Wumpus haste. I was also considering putting either Argothian Wurm or Deus of Calamity in the deck instead of Simian Spirit Guide to maximize my opportunity to destroy lands with haste, but I felt it might make my mana curve too high, especially after having removed the Simian Spirit Guide . What do you think?
Deus of Calamity occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%