Let's see if I've got the coding correct for this...
This is a land destruction deck I've been tinkering with over the last week or so, and it is a work in constant flux. I've played many, many games with it and made changes almost every step of the way...I've had some filthy, filthy wins and been called a f****t quite a few times, but I've also gone on some pretty sad runs and I'd say I've lost about 500 ranking points on account of this beast
but this build is 6-0 so far and I think I might be getting close to a finalized list. I'd love to hear suggestions from you all.
As you might expect, this deck thrives against midrange and control but has trouble with aggro, token strategies, and anything with
Cultivate in it.
Shock and
Saruli Gatekeepers are a nod to the aggro--the Gatekeepers have worked out especially well because in addition to stonewalling just about everything aggro throws at you, they double as a threat that dodges
Reprisal and survives
Anger of the Gods and can provide a decent clock on a stifled board. One of my biggest problems early on was firing off 3-4 land destruction spells but having NO THREATS and just sitting around Cultivating until they clawed their way back. The Gatekeepers and
Sphinx-Bone Wand were added to give me a few more ways to win.
As for ramp strategies, I haven't found an effective counter other than 1) go first and 2) hope they are playing 3-5 colors. That's definitely a weak point.
I suspect the number of
Inspiration might want to increase at the expense of
Think Twice and possibly replace it entirely, but I just like Think Twice so much!
I am playing with 23 land which seems absurdly low to me as a paper player, but I was consistently flooding with 24. I still flood a bit more than I think is normal, but 22 is suicidal and I'd have to mulligan all the damn time. 23 is weirdly working out for the most part. Maybe because of the Think Twices.
My concern at this point is consistency. Shoring up the deck's weaknesses meant taking a card here and there from the core strategy of blowing their lands to hell. I feel like just 3
Archaeomancer will be enough to show up when I need them, but can you ever have too many in a deck like this? I could also play one more copy each of
Tectonic Rift,
Mold Shambler, and
Ground Assault but I don't know where room can be made.
I've rambled long enough. Looks like I'm further from the end point than I thought...anyway comments welcome! Please don't call me a f****t
4 x
Izzet Guildgate4 x
Gruul Guildgate4 x
Simic Guildgate1 x
Forest6 x
Mountain4 x
Island4 x
Voyage's End3 x
Archaeomancer4 x
Think Twice2 x
Inspiration4 x
Demolish2 x
Tectonic Rift3 x
Mold Shambler3 x
Shock3 x
Saruli Gatekeepers2 x
Charmbreaker Devils1 x
Sphinx-Bone Wand2 x
Cultivate2 x
Anger of the Gods2 x
Ground Assault