Lands:
4
Forest
8 PlainsCreatures:
4
Wall of Roots
4 Vine Trellis
3 Soltari Visionary
4 Mystic Zealot
3 Squallmonger
2 Thresher Beast
Other Spells:
4 Swords to Plowshares
4 Shelter
4 Rampart Growth
2 Aura Shards
2 Aura of Silence
3 Marble Diamond
1 Moss Diamond
4 Elfhame Sanctuary
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Sources.
Description of deck by its author
(quoted):
There comes a time in every play group’s history when every single
player is going overboard in the over-expensive bomb department. An
Armageddon is a good way to get people to focus their attention on the
basics.
So every group should have to face down an Armageddon. Every group
should learn how to react to Wildfire. Every group should even, yes,
learn what to do when a Limited Resources hits the table. Consider it a
growth experience.
After all, the answers to mana denial are very cheap and/or easy to
find. Green, which has no fantastic answer for land destruction after it
happens (unless you consider Terravore, Cartographer, and Groundskeeper
"fantastic"), has plenty of answers beforehand: common elves like Priest
of Titania, common druids like Yavimaya Elder, and weird enchantments
like Eladamri's Vineyard. Blue can turn from villain to hero in an
instant (pun intended), and since most land denial decks are
combo-dependent, a Counterspell blow is often fatal. White, black, and
red are all capable of cheap removal that can patch the board until
lands recover.
Beyond each color’s own capabilities, there is simple artifact mana. The
Mirage block (now Seventh Edition) Diamonds are still among the best
uncommon cards in the game. The Invasion Cameos are perfectly solid in
casual play.
So if you find yourself asking hotly, “Why does that jerk keep playing
those land destruction cards?” then ask yourself just as intensely: why
aren’t you playing anti-destruction cards? (A reflexive “jerk” is
optional.) After all, artifacts and countermagic and elves are useful in
all sorts of situations, but land destruction carries a terrible risk
with it. The guy who absolutely needs Limited Resources to win is
begging to lose. Who are you to deny him?
Once the land destruction deck that has terrorized your group for so
long goes down in flames, it will get played less often… and may evolve,
in turn, into something more interesting. Which brings us to our third
situation.
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