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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Big Apple Highlander | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Highlander | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Oathbreaker | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Thermokarst
Sorcery
Destroy target land. If that land was a snow land, you gain 1 life.
capwner on
Nu-ponza
1 year ago
amarthaler Hey thanks! Lol I'm surprised you found this I haven't deckcycled it at all yet... Right so I built this around Mold Shambler being a Sowing Mycospawn impersonation for pauper since land destruction on a body is really good for obvs. reasons. So far the deck seems to be able to ramp into them pretty well, if you curve out perfect it's Turn 1 Arboreal Grazer > Turn 2 Thermokarst > Turn 3 Mwonvuli Acid-Moss > Turn 4 kicked Mold Shambler, so that feels pretty sick when it happens. And Faultgrinder is there to infinitely recur using Evolution Witness+Treetop Snarespinner blowing up lands every turn at the top end. Thresher Beast is a cool rec but I think it might fall a bit short in the face of killspells, since it has an attack trig and not an ETB? Thanks for checkin' out the deck!
TheoryCrafter on
Scorched Jund
1 year ago
Thank you for your input, Sliverguy420. Some of what you posted about Cleansing Wildfire is how I described it in the Ramp & Draw section of my deck description. It's the primary reason why it's in there. However it can reduce the Opponent's mana if the opponent has no basic lands in their deck. Though I acknowledge that is as likely to happen about around as often as gaining life from Thermokarst.
Once I have two green producing lands, two red producing lands and a black producing land on the battlefield, there's other benefits to having Cleansing Wildfire the deck. Lands with activated abilities can be neutralized. Combined with Reclaiming Vines and Vandalize, it stops artifact lands from contributing to cards with Affinity for Artifacts. And, most importantly, it forces opponents to pull lands from their library to be targets of the next land destruction spell. Thus, like Vandalize, and to a much greater extent Destroy the Evidence, it feeds the graveyard.
However you do have a point about the mana curve and I will take lowering it in consideration each time I make changes.
Thank you again for your input, for reading me out, and May You Draw Well!
Sliverguy420 on
Scorched Jund
1 year ago
4 and 5 mana is too expensive for land destruction. by the time you're able to cast those, the opponent will already have the lands they need and it'll be turn 8 before Roiling Terrain can even do the same damage as a Lightning Bolt. you'd want cards like Thermokarst, Sinkhole, Molten Rain, Pillage, and Choking Sands. Cleansing Wildfire doesn't reduce your opponents mana, and so it's usually used in combination with indestructible lands to ramp yourself, rather than destroy an opponent's lands.
Boza on
Water World
6 years ago
The bonus of the LD spells are that they ramp you and thin the deck. So, playing big dudes as wincons is a good idea. -4 demolish + 4 Thermokarst - 3 Shock and -1 Rampant Growth + 4 Aurochs Herd as a big dude of choice.
Boza on
Water World
6 years ago
Weirdly enough, red and black, in pauper, are not the best land destruction colors. Green takes the crown, with Mwonvuli Acid-Moss, Thermokarst, Drain the Well and Reap and Sow. I really recommend that you play green as your main color. You can then play mono-green and use the ramp your land destruction generates to play big dudes that finish the game; or pair green with red and win with Roiling Terrain to stay on theme; or pair with black for even more land destruction and efficient creatures like Putrid Leech and recursion.
zephramtripp on Card creation challenge
8 years ago
Cryokarst
Sorcery
Destroy target land. If that land was not a snow land, you gain 1 life.
Thermokarst, baby! See also: Acidic Slime, Creeping Mold, etc. Green has loads of land destruction, and more gets printed/reprinted in every few sets.
Make the blue land destruction spell or a White non-Armageddon LD spell.
Tyr_W on
The Indomitable Pubstomper
9 years ago
This deck could use some haste. For both the big attackers and the manadorks.
- Concordant Crossroads
- Akroma's Memorial - use that ramp.
- Lightning Greaves
- Sword of Vengeance
- Thousand-Year Elixir
And where IS that Force of Nature?
Others:
- Drumhunter
- Nissa, Vastwood Seer Flip
- Yavimaya Elder
- Lace with Moonglove - fun, cantrip
- Windstorm - wipe
- Overwhelming Stampede - end the game
- Primal Growth - trade your manadork for a real land.
- Hornet Queen - defend the sky with grace.
Cards you can do without:
- Utopia Sprawl and Wild Growth - just play a land.
- Thermokarst, Become Immense, Nature's Claim
- Rethink your manadorks, unless they fit the theme. They mostly suck in EDH as they do little futher in the game, take a turn to get working and are fragile
OwnedbyCow on
Terravore, The Land Devourer
10 years ago
Thanks for the input. And you are correct. Wasteland and Sinkhole cost a bit much for me. Stone Rain Winter's Grasp Thermokarst Ice Storm Argothian Wurm Plow Under and Raze will be considered. I already have Orcish Settlers in my deck and I'm just trying to figure out what to swap to get Strip Mine a place. I'm not really big on Dwarven Miner as it is limited to nonbasic lands, although it could be sideboarded.


