This is a budget oriented deck for Standard revolving around the Landfall mechanic, and for the price it performs rather well. Perfect for those who wish to dip their toes into trying another format, or for a secondary deck to play at a more leisurely pace.

There are concerns, such as the % chance of landing a Turn 1 creature or whether more space ought to be reserved for protection/removal, but as this was built around a strict budget and for a quickly rotating format, I’m content to let this one remain imperfect while I move on to other projects. Enjoy!


When constructing a deck, I normally try to get away with using the absolute minimum amount of lands it takes to reliably function. This has been pointed out to me on occasion, and it is something I am aware of. This deck marks a departure from that, as between slightly higher costed spells like Canopy Baloth and the obvious need for lands to fuel the Landfall mechanic a little excess in this department isn’t necessarily a bad thing. Fine tuning is a never ending process, so the counts may change over time.

Evolving Wilds is a given; a staple of Landfall decks since at least BFZ. The searched for land will enter tapped, yes, but this is Standard and without fetches or anything too crazy it isn’t as big of a problem as it is in the Eternal formats.

Field of Ruin both helps us and hinders the opponent, forcing a trade down from a fancy dual land to a dull old basic. We only run 2 copies as the produced isn’t terribly useful, covering only the generic mana portions of cards. I’ve elected to trim the new Trivolving Wilds cards listed below down to 3 copies apiece to make room for it, as they’re sacrificed immediately unlike Evolving Wilds which can stick around until needed.

Cabaretti Courtyard and Riveteers Overlook are the new kids in town. The mandatory sacrifice ETB trigger is interesting, it makes me want to devise something to take advantage specifically of that. In any case, we graciously receive a bonus life point in addition to the double Landfall trigger.

Forests and Mountains complete our assortment of lands, leaning slightly more toward .

Lotus Cobra, while not a land of course, does contribute toward filling the mana pool. Very helpful to offset the negative aspect of bringing in so many lands tapped, whether from fetches or other spells.

Pro Tip: Show


•Waste no time when it comes to soaking up the Landfall triggers. Akoum Heckhound makes for a fine Turn 1 play and will be a guaranteed 2/3 (maybe even a 4/5) the following turn (if not immediately removed).

Brushfire Elemental comes with some built in bonuses. Haste adds instantaneous usefulness while the middle trait cuts down on wasted time due to being chump blocked. In short, this creature is built to push damage through fast.

Kazandu Mammoth   is a 3 mana bear, only better. We get a 3/3 for 3 but with Landfall that can increase Power & Toughness without a commission cap. A very stout beast, this.

Canopy Baloth will likely be our late game battering ram. Costly, but with fetch lands and other ways to increase the number of lands hitting the table per turn, it will soak up all that Landfall goodness and wreak havoc on the opponent.

Roaring Earth may reek of that generic looking magic marker art style plaguing this game for years now, but oh boy is this a great fit for our deck. A key card, the ability to permanently utilize Landfall triggers makes a large difference in the sustainability of our boardstate. One or two Enchantments in play will significantly increase our offensive and defensive capabilities, and that stacks in addition to any other Landfall benefits on a given creature.

Roiling Regrowth is a sneaky surprise that can potentially carve a swathe through the opponent’s defensive lines or push bonus damage through directly. Think strategically; if your best powerhouse is staring down the barrel of a terminal burn spell, dodge that removal through the double Landfall buffs. Better still, if Evolving Wilds or even Field of Ruin are the sacrificial offering, you get to squeeze a bit more value out of them.

Dire-Strain Rampage is another excellent means to accumulate multiple Landfall triggers, but much more versatile in what it may target. Depending on the circumstance, it might be more useful to nuke a problematic Enchantment or artifact under the opponent’s control. Flashback is a welcome bonus too.

Cleansing Wildfire seemed like a nice card to have available, considering all the hubbub around the fancy new Triomes. You can bet if someone is willing to wait a turn due to the ETB: drawback, then they’re definitely banking on that card as part of their overall strategy. Kindly remind them land destruction is a thing, and draw your card with gusto.

Kami's Flare is pretty decent removal, all things considered. With a Roaring Earth in play we’re looking at what will likely be removal plus a bonus 2 damage to the opponent. The option to directly hit a Planeswalker is nice too.

Play with Fire might as well have been called Shock and Scry. Still, early game removal and the ability to set up a better draw are appreciated.

•Keep the table relatively clear with removal spells (Play with Fire, Kami's Flare and Cleansing Wildfire).

•Cast Roaring Earth as early as possible to capitalize on Landfall triggers.

•Cast creatures with increasing value, using Landfall triggers to batter the opponent   into submission

•Go out in style by playing a Trivolving Wilds for one Landfall trigger, searching and playing a second basic land for Landfall trigger #2, then playing Roiling Regrowth for Landfall triggers #3 and #4. Canopy Baloth will become a temporary 12/11 (a 16/15 if Roaring Earth was in play!) behemoth ready to devour.


We have a nice assortment of situationally dependent spells intended to cover a healthy range of use cases.

Blessing of Frost is subjectively main deck material, owing to the fact that many of our creatures will easily eclipse a power of 4, if only temporarily. I didn’t want to add Snow-covered basics to the deck for budget reasons, as this would inflate the price by about $10-$15 or so without any other tangible benefits, so that unfortunately nullifies any gains from adding +1/+1 counters. But since isn’t traditionally known for draw power (the last dedicated draw spell I can even recall was Harmonize which hasn’t been Standard legal in ages), being able to draw without forced discards (which is the usual drawback when dealing with spells) is a pleasant surprise and makes the card worthy of inclusion.

Environmental Sciences can offset life loss incurred by faster aggro or burn decks, and will also tutor up a basic land—perfect for nailing that Landfall trigger.

Abrade, Tangletrap and Raze the Effigy are all to help stem the tide of Treasure tokens and now vehicles glutting the format, and offer alternatives to handling enemy creatures or enhancing our own.

Pithing Needle can go a long way toward nullifying specifically malicious abilities that would otherwise be very difficult to deal with as the game progresses, making it one of the pricier but more useful sideboard options.

”…but ye shall go over, and possess that good land.”


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26% Casual

74% Competitive

Top Ranked
  • Achieved #5 position overall today
  • Achieved #1 position in Standard 1 week ago
Date added 2 weeks
Last updated 1 week

This deck is Standard legal.

Rarity (main - side)

10 - 5 Rares

16 - 3 Uncommons

22 - 7 Commons

Cards 60
Avg. CMC 2.39
Folders Standard, Standard
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Revision 3 See all

2 weeks ago)

-1 Cabaretti Courtyard main
+2 Field of Ruin main
-1 Riveteers Overlook main