Hey all! I know I haven’t
been around for a bit, but I felt that the quality of my
articles might have been slipping, so I decided to take a
month off. However, now I’m back and ready to get rolling on
a Deck Garage per week again.
Looking through my Inbox, I thought I might ease my way back
into the mix of things by working on what looks like an
already well-designed Type I land destruction deck. Here’s
the e-mail I received:
Well first off i would like to say i am a weekly reader(or
was... you haven't done it in a while:-(!!! ) neways... I
leave for marine corps boot camp in a little over a month
and a half and I was wondering if before I left if you could
help me with a type 1 (primarily because of sinkhole)
discard, land destruction deck ive been workin on. But its
got a different theme 2 it. Basically i shut them down right
off the get go via land destruction or mass discard, but
preferably both). After i shut them down... plop, ankh of
mishra to deal sum damage to them, and nothin in my deck
costs over 4 so it seemed like a good idea. with no hand and
no lands, it seems like they have a battle ahead of them.
here's the decklist.
4 Rain of Tears
4 Rancid Earth
4 Ankh of Mishra
4 Hymn to Tourach
4 Hypnotic Specter
4 Nekratal (incase sumthing gets off)
4 Dark Ritual
1 Mind Twist
1 Diabolic Tutor
There's the decklist. As a side thought, i would like to
make the deck 1.5 instead of 1 but i hate the thought of
losing sinkhole seeming its so powerful. Any thoughts would
OK, I admit it – I’m biased towards the military. If you are
in any branch and send me a deck that needs fixin’, you get
to move a bit closer to the front of the line.
Not two weeks ago, I was preaching to a buddy of mine that
the good land destruction decks usually run in the
neighborhood of twelve to sixteen land destruction spells,
not twenty-two. It drives me nuts when I see that happening.
Fortunately, it looks like our contributor (henceforth
referred to as The Marine) has the right idea. Not only
that, but he has the correct land destruction spells out of
Rain of Tears
The only other spell worth considering that doesn’t cost too
much mana is Choking Sands, which is only good if The Marine
isn’t expecting a lot of Swamps to show up. If there aren’t
any Swamps in sight, I would suggest pulling Rain of Tears
in favor of Choking Sands, but otherwise, the land
destruction is good as is.
I’m likewise pleased with Ankh of Mishra. However, I’m not
so sure that four are warranted – The Marine can probably
get away with just three copies. The extra slot will go
towards an addition I need to make three or four paragraphs
-1 Ankh of Mishra
Moving towards the discard, it once again looks like The
Marine is ahead of me. Duress and Hymn to Tourach are the
best at what they do, and I wouldn’t change these at all.
When we hit creatures, I think I am able to make a change or
two. Hypnotic Specter is good enough to make the cut, but I
am not so happy with Nekrataal. It costs too much and it
doesn’t really do enough to help The Marine win the game.
We’ll look at removal momentarily, but I’d like to help this
deck with a win condition.
The best thing I can think of for an issue that The Marine’s
opponents will have issues dealing with is a 5/5 that can
potentially hit the table on Turn 1. Be careful, though, as
a well-timed burn spell can put you in a bad, bad spot.
+4 Phyrexian Negator
I do agree that The Marine needs some removal, but just to
be on the safe side, it should be non-targeting, leading us
to two obvious choices: Diabolic Edict or Chainer’s Edict.
Seeing that The Marine will usually prefer to land an Ankh
of Mishra early in the game, he likely won’t want to suffer
through the effects of getting to the seven mana necessary
to Flashback Chainer’s Edict. This being the case, let’s go
with Diabolic Edict instead.
+4 Diabolic Edict
We do need to make room for this card, but that is easy
enough to do. With four Duress and four Hymn to Tourach in
the deck, I really don’t think Mind Twist is necessary. Yes,
yes, it can be good, but so can getting rid of small
creatures that could potentially beat you up throughout the
course of the game, such as an early White Knight.
-1 Hymn to Tourach
We still need to clear up two more spots, but I’m seeing a
very small mana curve in this deck. No card costs more than
three mana now, *and* The Marine has access to Dark Ritual.
I think it would be safe to cut two Swamps.
I think that does it for what I want to do to this deck; the
rest is simply tweaking the deck to fit the local metagame.
Here’s the final decklist: