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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Memorial to War
Land
Memorial to War enters the battlefield tapped.
: Add .
, , Sacrifice Memorial to War: Destroy target land.
amicdeep on Destroy Lands? Lands Destroy You: Budget + Swap
2 years ago
i like the list, there are few addons i would recommend
Beast Within solid removal for a creature, land or anything else. (not great as it dose make a 3/3 but i can deal with difficult to answer threats like planswalkers (like wrenn and six) and huge creatures like deathsadow and non titan eldrazi, while still just killing a land to keep up the lock.
Acidic Slime kills a land a leaves you with a body with deathtouch.
Obsidian Charmaw kills a land, can be cheaper, is a big boy dragon to close the game with.
its late in the game. your out of spells, your opponent get a land down and next turn another will follow and the threats will start to be cast. you have Gnottvold Slumbermound or Memorial to War this is no longer an issue (and if its gnottvold you even have a wincon) perosnaly id run 2 copys of one of these.
not directly land destruiction but Bonecrusher Giant is phenomenal value often a 2-1 and will help you beat down after you have a solid advantage while acting as a removal spell in the early game.
Raging Ravine hard to kill wincon. and doesn't really cost a slot personally id run 2
packages that may be worth running
4x Boom / Bust + 4x Slagwoods Bridge 3x Darksteel Citadel this packages give you a way to start destroying lands on turn 2 without ramp. its fast but dose hit you own land, so some indestructible ones to help lessen the chance of you both loosing a land, but also if you do loose a land your much more likely to recover from it as your only loosing one, your opponent is going to continue to loose much more. (big downside is it dose up you tap land count)
3-4 Primal Command + 2 Eternal Witness. primal command is a solid land reset spell (it also stops your opponent drawing gas meaning its a solid stall card. but it also either gains you a ton of life, deals with a problematic graveyard and most importantly tutors a creature. if you tutor witness you can then get back primal command and chain out another witness while bouncing another land, and the the next turn cast command again tutoring out a wincon and bouncing another (but probably the same) land.
TriusMalarky on Teacher asks for deck ideas …
4 years ago
Memorial to Unity, Memorial to War and Memorial to Genius. Also try Blighted Woodland in any ramp deck you use, and Skyline Cascade in control. The other gorges might work as well.
SynergyBuild on None
4 years ago
For recursive lands: Mystic Sanctuary (Dumb Good), Witch's Cottage, Mortuary Mire all work once, but with flickerable effects it's all fine, and you can sacrifice Buried Ruin, Petrified Field, Sequestered Stash. Hall of Heliod's Generosity/Academy Ruins are insane in the right decks, and Emeria, The Sky Ruin is busted in the late game. Mistveil Plains sort of works as recursion, and is repeatable, but is best with tutors and tutor chains. Even Unholy Grotto works amazingly in zombie decks!
(Nonbudget versions would be like Volrath's Stronghold)
Some other draw engines I didn't mention prior are Sea Gate Wreckage, Throne of the High City, Grim Backwoods, and sort of Desolate Lighthouse.
Some tutors like Tolaria West that MagicMarc mentioned would be Inventors' Fair, and Sanctum of Ugin.
Removal is plentiful on lands, but pretty specific. Blast Zone is a favorite of mine, and is dumb good. Ghost Quarter, Field of Ruin, Dust Bowl, Encroaching Wastes, Memorial to War, and Tectonic Edge all deal with lands. Arena, Barbarian Ring, Blighted Gorge, Cabal Pit, Desert, Keldon Megaliths, Keldon Necropolis, Mouth of Ronom, Rath's Edge, Grasping Dunes, Ifnir Deadlands, and Quicksand are good against creatures, and some walkers.
Kazierts on Red/Green
4 years ago
Well, if you never had any problems with Kiln Fiend then keep it. There's no reason to change what has been working out fine. Just as a thought provoker, you can have Monastery Swiftspear to think about.
Maybe just bad wasn't the best thing to say about Rakdos Shred-Freak . It's just that it offers basically nothing more than haste. You have cards like Hellspark Elemental , as you mentioned, but also:
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Earthshaker Khenra - Makes it easier to get to your opponent while also being reusable from the grave in the late game, and even bigger than before.
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Ash Zealot - More of a Siboard card, but still, 2 mana for first strike, haste and punishes your opponent for playing cards from your graveyard.
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Vexing Devil - Dont't know if you could fit this guy in your budget, but it's amazing. It's either a one mana 4/3 that your opponent will have to waste a removal spell or a one mana 4 damage spell.
However, the real reason I said Rakdos Shred-Freak is bad is because of...
Thunderkin Awakener - It can reanimate all of your (elemental) suicide bombers while attacking. So for only two mana, you can from 4 damage on board, with Thunderkin Awakener and Spark Elemental , to up to 8 damage with the Firecat. You could also put other cards in for him, like Lightning Skelemental and Spark Trooper , but those would require you to adjust the manabase.
Also, since you're playing these cheap suicide bombers you could use Unearth to reanimate them again and hit for a bunch. However, I'm not sure that splashing to black would appeal to you.
Another suicide bomber could be Impetuous Devils , though I don't have much to say about it. You can basically take out one of your opponent's creature by forcing them to block. Just here as an option for you.
Cards like Thud , Fling and Flesh / Blood (the blood half only) should prove themselves more useful than Soul's Fire . Since most of your creatures are dying anyway, there should be no problem in sacrificing them.
Manabasewise, if really want to keep Reality Smasher you can add lands that have a better utility than Rogue's Passage as most of your creatures have trample anyway, so your opponent will regardless always have trouble preventing damage.
I've been writing a lot today, so right now I won't go on too much detail about these "utility" lands. I'll just list some here and you can say if you liked any or none and I'll glady discuss about it.
- Looming Spires
- Kessig Wolf Run
- Skarrg, the Rage Pits
- Teetering Peaks
- Turntimber Grove
- Barbarian Ring
- Smoldering Spires
- Blighted Gorge
- Keldon Megaliths
- Memorial to War
- Sunscorched Desert
Just as a curiosty, I've written so many cards in this comment that TappedOut won't let me mark more suggestions, while most not even appearing for me to suggest.
Arkan_Dreamwalker on Captivated Audience
5 years ago
Well Colinmjoyce, first off naturally, I've been meaning to replace the Guildgates with the lifegain lands, as those are a straight upgrade, although they are less thematically pleasing. (Let me run and do that real quick. updates deck)
Honestly I am more interested in rotation than M20.
I have been looking through the M20 cards, but, while there are some great new tools, especially for the sideboard, I have not noticed anything pressingly good enough to switch in immediately, the deck is still nicely optimized as is. I have mostly decided to wait until rotation does happen, and then reexamine the deck as a whole. If we do not get Hero's Downfall or something similar in the next set, I don't know if the deck will be viable. It is already jank, but a very effective and finely tuned jank. There are so many planeswalkers right now that losing an instant-speed card that can either answer them or a creature may be too much to recover from. Detection Tower will perhaps be sorely missed as well, but what virtually the entirety of Mono-Blue Tempo rotating, as well as Carnage Tyrant ... it may not be needed. Duress being reprinted was very good. Memorial to War won't really be needed with Search for Azcanta Flip and Legion's Landing Flip rotating out. Dragonskull Summit will be missed, the new scry lands are slower and may make it harder to survive against mono-colored aggro. I have yet to see Lightning Strike reprinted, but that can easily be replaced with some cool new card, or even another Shock , really. The Immortal Sun , although not used often, was always real nice when it resolved and stayed, pretty much locking down the game, so it will be a shame to see it go. Perhaps there will be something suitable in the next set to replace it. Or we can just add Toll of the Invasion , more Angrath's Rampage s, or whatever. Even throwing in a Murder wouldn't hurt. For the moment, I'm good. The deck is still in a good place, and when rotation happens, most of the deck will stay in, from Lava Coil to Drill Bit to Theater of Horrors to Ritual of Soot . (And, especially with Adanto Vanguard rotating out, Moment of Craving can just be replaced with Sorin's Thirst , so even the sideboard is only losing two cards, Fountain of Renewal and The Immortal Sun . Although if Red Aggro goes more midrange after rotation, then I might not replace it with Sorin's Thirst , but rather with some sort of anti-Red card.)
Some good things will come with rotation as well, like Cleansing Nova rotating. Doesn't matter too much, what with Despark and Mortify still being a thing, but at least we will no longer lose Captive Audience , Theater of Horrors , Ill-Gotten Inheritance , and The Immortal Sun all in one go. (Nor will we have an Immortal Sun to lose, either.)
So yeah. M20 didn't really do much for us.
Rotation is likely to help more than hurt, but the exile and lifegain from Vraska's Contempt will be dearly missed.
BlackDeegs on Earth Breaker
5 years ago
Chasmolinker if we see a Wasteland reprint in Modern Horizon you can bet you will see both Memorial to War and the Ghost Quarter disappear to make room for them. But for now I find that Memorial to War has a little bit of value because after turn 5 once I have depleted my hand it takes over and one land a turn combo's with Crucible of Worlds , which has closed out any chance of my opponent recovering from my mana lock out before.
Chasmolinker on Earth Breaker
5 years ago
I don’t like Memorial to War . It’s too clunky. Goblin Dark-Dwellers seems like another good possible late game star
BlackDeegs on Earth Breaker
5 years ago
Flooremoji thanks for the comment!
I really wish I could play Wasteland in Modern. The reason I went with Memorial to War instead of Ghost Quarter was because Ghost Quarter lets the opponent search their deck for a basic land which I felt was counter intuitive to this deck destroying every land they put in play. I may sideboard in some Ghost Quarter or try playing some main board for a while and see how they go. Field of Ruin with both the mana cost and giving a basic land I don't think fits well.
I liked Stuffy Doll because it has that great combo with Star of Extinction to blow decks up for 20 life + land destroy and creature/planeswalker board clear. I had already gone down to 3 Stuffy Doll but may go down to 2 to make room for something else.
I'm gonna put some Inferno Titan in the sideboard the extra zeniths were just sorta a placeholder and I like the LoP but wanted 3. The Leyline of Punishment just allow the deck to burn through various turbo-fog decks and life-gain decks which can be huge. I think the deck needs some additional control card for the sideboard but I cant think of what. The Leyline of the Void , Boseiju, Who Shelters All , and Shattering Spree are phenomenal counter-play cards but I know the rest of the sideboard could use some improvement.