|
| |

Well, well, well, what have we here at the Writer's Guild
got ourselves into? It seems that we've got ourselves a theme week for the third
time, and unlike the last two, this one is about Lands. The fundamental key of
actually playing Magic is in the lands; don't get me wrong, it's possible but
difficult to play a deck without lands (I've seen it done) and even more
possible to play without a single basic land (I've seen that one too). Well,
lands are a forgotten power because we all just assume that they'll always be
there for you (until your screwed, or flooded). So to the lands yet now unseen
by my eyes, do I bring my give off to the Lands Week...
Today I bring you the power of lands, the forgotten power
of the ground, and all that we take it for granted.
The first fun with land cards that come to mind is the
power to make man-lands, lands that become creatures, and is right there in the
form of two cards: Nature's Revolt and Natural Emergence.

Nature's Revolt is very interesting, each and every land is
a man-land, where Natural Emergence is your lands are man-lands, and they have
first strike. Both of these are very interesting, making your lands into 2/2
creatures, but very interesting looking and feeling 2/2s. Let's see what are
some good things and bad things about each card.
Natural Emergence - Pros
- Makes your lands 2/2 first striking man-lands, which is nice
- Has a good possibility of advantage in 1-on-1 combat
- Gives you something to do with that bad draw, and an empty hand
Natural Emergence - Cons
- Massive drawback against Wrath of God and its variants (think Wrath +
Armageddon = You are more likely lose)
- Makes your lands open to creature spells (this could be a good thing too, i.e.
Chainer's Edict)
- Being controlled by a Thief player or a good control player can wipe you out
quickly.
With that said... *Batman theme*...
| |
[back
to top] |
|
|
 MANLANDS!
60 Card Casual Deck - Aggro/Infinite |
Lands(24)
2 Urza's Mine
2 Urza's Power Plant
2 Urza's Tower
4 Stomping Ground
2 Gruul Turf
4 Mountains
8 ForestCreatures:
2 Azusa, Lost but Seeking
2 Allosaurus Rider
1 Dirtcowl Wurm
1 Vinelasher Kudzu
4 Budoka Gardener
2 Molimo, Maro-Sorcerer
2 Seedborn Muse
2 Greenseeker
|
Other Spells:
2 Crucible of Worlds
2 Aggravated Assault
2 Natural Emergence
2 Reclaim
3 Earth Surge
4 Sylvan Scrying
2 Fencer's Magemark
2 Beastmaster's Magemark |
|
by MZ |
Really this has its own unique approach, its mana base is
different with Urzatron in there helping the deck when all can get into play.
Sylvan Scrying helps with that, and Reclaim to get Sylvan Scrying back.
Greenseeker helps by getting cards into the graveyard and getting them onto the
field, using Crucible of Worlds. Earth Surge and Natural Emergence are really
nice to have all your lands turn into 4/4 or better first striking masters, and
still pump-able with the Magemark cards.

Aggravated Assault and Natural Emergence is
a powerful endless mana / combat phase where you can really toss out everything
evil, but it's funny to see the opponent just look at you when you go off. Oh
and let's not forget about other friends in this deck that will give you a
smooth ride to victory. Seedborn Muse, Allosaurus Rider, Budoka Gardener, and
Molimo are all big help and activators when and where lands are the most
important. I was really considering in splashing black for tutors to get
everything in place quicker, but I'll allow those who wish to use this as a base
to make there best moves.
Recent testing vita MWS concludes that 8-Post combo (4
Cloudpost + 4 Vesuva) works just as many wonders, so I have a new deck list.
| |
[back
to top] |
|
|
  Man-Lands
*8-Post Style*
60 Card Deck - Aggro/Infinite |
Lands:
4 Cloudpost
4 Vesuva
2 Stomping Ground
2 Overgrown Tomb
4 Mountains
6 Forest
2 SwampCreatures:
2 Azusa, Lost but Seeking
2 Allosaurus Rider
1 Dirtcowl Wurm
1 Vinelasher Kudzu
2 Budoka Gardener
2 Molimo, Maro-Sorcerer
2 Seedborn Muse
2 Greenseeker
2 Herald of Leshrac
|
Other Spells:
2 Crucible of Worlds
2 Aggravated Assault
2 Natural Emergence
2 Reclaim
3 Earth Surge
2 Sylvan Scrying
2 Fencer's Magemark
2 Beastmaster's Magemark
2 Infernal Tutor |
|
by MZ |
Alright, just added a little black into the deck with the
power of 8-post now on my side so now it more of a smooth operator, I think I'm
going to really make this version for home. It holds the same values and power
it now just uses Infernal Tutor and Herald of Leshrac to get the job done
sooner.
Now about Nature's Revolt.
Pros
- Unlike its brother, it gives Wrath variant protection by killing everyone
field. Think about it, all lands are creatures, drop a Wrath of God, what
happens? some people might consider this a con, but to those who need to mana
after that phase won't Wrath you, thus Protection from Wrath.
- Once again it will give you a bigger swing when you don't do anything
- Gives the ability to spot kill lands without land destruction being a main
killing point
Cons
- Spot killing your lands, it's really a two lane road.
- Gives your opponent a bigger swing on a dead draw for them.
- Being controlled sucks when you doing stuff like this
- on another note, this card might give you life insurance
in multi-player
| |
[back
to top] |
|
|
Krosa's
Big Green Fist.
60 Card Casual Deck -
Aggro/Infinite |
Lands:
20 Forest
4 Wirewood LodgeCreatures:
2 Kamahl, Fist of Krosa
2 Silvos, Rouge Elemental
2 Tornado Elemental
2 Argothian Elder
2 Budoka Gardener
4 Civic Wayfinder
2 Krosan Tusker
2 Rofellos, Llanowar Emissary
2 Sakura-Tribe Elder
4 Greenseeker
|
Other Spells:
2 Crucible of Worlds
2 Zuran Orb
2 Fastbond
2 Nature's Revolt
2 Earth Surge
1 Staff of Domination
2 Reclaim
2 Wild Growth |
|
by MZ |

This deck is really close to my Green deck. It's really
simple to pull off, just get one of these three loops and go off with
Kamahl/Staff of Domination.
- Wirewood Lodge + Argothian Elder + basic land enchanted
with Wild Growth = Infinite Mana
- Zuran Orb + Crucible of Worlds + Fastbond = Infinite Mana and Life
- Rofellos, Llanowar Emissary + Staff of Domination = Infinite read the
freaking'
staff...
Yeah, then get Kamahl or Staff out and then tell your
opponent to quit; oh wait, they still have a chance if they used a few cards and
tripped you up. But if you get to the combat phase with the combo intact and
active... here's a quote from me playing my Green deck.
|
Quote |
|
MZ: I swing for one, Llanowar Elves.
OP: Is that all?
MZ: Yep, one.
OP: Block with Akroma, it dies.
MZ: Before Damage goes onto the stack, I'll use my Elder
and the Lodge to get me 400 mana, then I use Kamahl's Overrun ability 80 times,
my Llanowar Elves are 241/241 trampling creatures.
OP: *mouth open and check the combo* *comes to my side of
the board and check the combo a third time* and says, "so I'm at..."
MZ: let's see 241 - 6 (Akroma dies a horrid Elvish death)
is 235, then you have 20 life, so you're at negative 215 life, congratulations,
you're dead, 10 and 3/4 times over.
|
|
End Quote |
Alright now on to the third...Oh no, is that what I think
it is...
*alternate universe MZ comes through the vortex* "Planar Chaos" *nods* "Oh yeah, so what's different about us?" I ask my alternate.
"Did you go Black or Red on that the first FP you did on the last deck?" he
asks. "Red, Limited Resources plus land destruction." I reply.
"Ahh... I understand." he replies.
Alternate Reality Limited Resources + Black Land
destruction (updated for the newer sets)
Land Destruction, although the known and well-versed power
of Red in normal decks, happens to be a neat twist while Planar Chaos is getting
oh so close...
The theory is simple, use all that you can to cripple the
opponent into submission, and then finish him off with a few quick attacks.
| |
[back
to top] |
|
|
 ...darkness
reigns supreme!
|
Lands:
4 Terramorphic Expanse
10 Swamp
6 Plains
4 Godless ShrineCreatures:
2 Solemn Simulacrum
2 Helldozer
2 Earthblighter
4 Weathered Wayfarer
2 Morning Thrull
1 Angel of Despair
3 Agent of Masks
|
Other Spells:
2 Limited Resources
4 Despoil
2 Befoul
4 Cursed Land
2 Sarpadian Empires, Vol. VII
2 Dingus Egg
2 Kismet
4 Pillory of the Sleepless |
|
by MZ |

This deck is not so cheap as it is evil, but it's beatable.
Cast out as much as you can as you gather steam and play off all the LD, spot
removal, and land fetch so you can gather up all the necessary winning
conditions. Usually when you kill your opponent is the same time you draw Angel
of Despair, but the deck can last out for a good long while. The main kill
condition is the fact you're bleeding your opponent while you're destroying his
lands with Despoil. Cursed Land leaves it on one land and makes him take it, as
well does the Agent of Masks, and Pillory of the Sleepless, very sexy deck, but
to build might cost you.
"Well, my job here is done..." alternate MZ says to me. "Hey, good job, it's not often I get to compliment myself." I reply. *we make an inside joke and then he leaves in his own little way*
Now, for those who read my articles, I thank you, and those
who have read the latest one should remember I decided to do a little contest
for the fun of it...
|
Original Contest Notes... |
| |
[back
to top] |
|
|
 Something
to Improve On.
|
Lands (20)
2 Tainted Wood
2 Overgrown Tomb
2 Wirewood Lodge
7 Forest
7 SwampCreatures:
1 Uncle Istvan
2 Dauthi Slayers
2 Birds of Paradise
2 Dark Confident
3 Argothian Elder
2 Golgari Guildmage
1 Twisted Abomination
1 Stronghold Overseer
1 Kamahl, Fist of Krosa
1 Thorn Elemental
|
Other Spells:
2 Lotus Bloom
2 Search for Tomorrows
2 Dauthi Embrace
2 Sudden Death
2 Fertile Ground
2 Recollect
2 Demonic Conclusion
2 Darkness
2 Fog
2 Staff of Domination |
|
by MZ |

Alright, well, this is just a quick deck I put together and
ran three tests. It won within 7 turns, with the best running on turn 5, but
that could have been done differently. My challenge is to drop me a line with a
better deck, and I’ll post up the best results in my next article for Forgotten
Power. I’ve added a loop in the deck and two uses for the loop, find those
first, and you’ll see some fun effects, there’s no limitation with the exception
that you must have Uncle Istvan and Dauthi Slayer in the deck, feel free to do
anything else, even change the colors. Sadly, you won’t win anything except your
name in my article. Here’s some more ground rules.
1. Member of the Magic Deck Vortex Forums, and PM me. (use
the title ‘FP Deck’) 2. Must keep at least one copy of Uncle Istvan and Dauthi Slayer in the deck. 3. Casual Legal so anything goes, including power nine, but you lose points for
using P9 and Unglued/Unhinged sets. (F9 "Fixed Nine" is fine) 4. 30 point scale, more original the better, effectiveness is the best way to
earn easy points.
Simple rules, right? Now I’m expecting maybe three entries,
so I hope I’m mistaken very quickly.
|
So onto the contenders! ALL THREE OF THEM!!!
Contender Number One - is a man who I've written with and
hope to continue to do so - Casual Violence!
| |
[back
to top] |
|
|
 Wild
Slayer.
|
Lands:
3 Tainted Wood
3 Overgrown Tomb
5 Forest
9 SwampCreatures:
3 Uncle Istvan
4 Dauthi Slayer
3 Stronghold Overseer
3 Thorn Elemental
4 Dauthi Ghoul
3 Wild Mongrel
4 Golgari Guildmage
|
Other Spells:
1 Bloodbond March
3 Dauthi Embrace
4 Sudden Death
4 Putrefy
4 Kodama's Reach |
|
by Casual Violence |
|
CV's Description: The idea is to get the small creatures out fast for early
offense, with spot removal for defense. The Mongrel could be used to get useless
cards into the graveyard, or if there are a lot of the bigger critters
(Elemental and Overseer) in hand early, they can be pitched to pump the Mongrel.
By the time the mana curve for the
Guildmage's ability is reached, they can be
brought into play cheaply. The Bloodbond March is there as a bonus. If it sees
play, every creature that comes into play pulls the other copies from the
graveyard into play, including the one just sacrificed by the Guildmage. It
isn't necessary, but it could help in a long game. |
After playing about three games with this deck it's
surprisingly easy to use and get used to. I would have loved to see a pump spell
in here. Originality 9/15, but I will give it another point due to that a new
player can pick up this deck and run with it. 10/15
Effectiveness, it works, and combos well enough, but it's
hard to go against a swarm deck with it, and Ghazi-Glare shuts it down quickly,
but that's fine. In a single player game, it's worked, and in theory can become
a great deck. 12/15
Although, the effectiveness of the the Slayer and Istvan
are only for attacking it makes a use for them yet...
22/30
Contender Number Two - my own personal fanboy (it says so
in his sig) - Zangy!
| |
[back
to top] |
|
|
 The
Uncle's Toys and the Traitorous Dauthi.
|
Lands:
2 Llanowar Wastes
2 Cabal Coffers
4 Overgrown Tomb
10 Swamp
Creatures:
3 Uncle Istvan
4 Dauthi Slayer
2 Endrek Sahr, Master Breeder
4 Nether Traitor |
Other Spells:
4 Golgari Germination
4 Dark Ritual
4 Fallen Ideal
2 Pariah's Shield |
|
by Zangy |
|
Zangy's Description:This deck uses the Nether Traitor + Fallen Ideal combo
which using the Fallen Ideal on a Dauthi Slayer, which makes it a flying shadow
creature, that would be hard to deal with.
The only problem with the deck? It has very little ways to
block. This is changed because the Drunk Uncle decided to go through his closet
and pick out his favorite badge, which just so happens to be able to protect the
user, and since the damage is still dealt by the creatures, all the damage is
prevented.
Other cards added to make that final turn, a huge one
indeed.
|
This one is different and still has its own to it, I'm
liking this one a little more. Going mostly Black and taking out most of the
Green with one B/G card in the deck, but a good enough base to go a little more
green... It does make use of a boosting spell for the Slayer, and going off by
using Pariah's Shield with Istvan, this deck is really cool to play. 13/15
Effectiveness is very neat, really using a nice level of
synergy to really make a final effect, and it really makes use of the tokens
going into Fallen Ideal, and makes them useful for swarming the opponent,
although it's weak on the blocking, which is another reason for tokens. Istvan
and Pariah's Shield do backup well. Slightly more effective then CV's deck
13/15.
26/30
Contender number Three - Resident Vampire of the Lorehold,
one of the greatest writers I've had the pleasure of meeting, the jolly old
English - Luthervamplord!
| |
[back
to top] |
|
|
 Alluring
Spirits.
|
Lands:
4 Overgrown Tomb
4 Llanowar Wastes
6 Swamp
6 Forest
Creatures:
4 Uncle Istvan
4 Dauthi Slayer
4 Nether Traitor
4 Stronghold Overseer |
Other Spells:
3 Gaze of the Gorgons
3 Lure
2 Kusari-Gama
2 Umezawa's Jitte
2 Neko-Te
4 Dark Ritual
4 Harrow
4 Rampant Growth |
|
by Luthervamplord |
|
LV's Description: Put Lure on Uncle, opening the way for all your other
creatures to swing away. If they gather too many creatures, just stick a Gaze on
good old uncle or maybe even a Kusari-Gama. Equip the Slayer with a Jitte and
watch the opponent go white; or red from all the knife wounds! |
Ooh I like this one. *Laughs maniacally* *Laughs evilly*
*takes a deep breath* He made the Uncle offensive and the Slayer offensive, this
deck is going for the opponent's throat, whether they like it or not... maybe
Luther was having one of those days?? Nights?? Whatever... This deck utilized
both the green and black mana well. Testing this deck was so much fun. 14/15
Effectiveness, well, it's doing its job, and when it does
it until it's disrupted, and has little to no defensive means, except just
taking it like a man and hoping you're doing more damage than they are. I would
of opted in a Fog and/or Darkness for defensive measures... 13/15
27/30
Well there you have it... the winner is...
Luthervamplord!
Congrats, you have won!
This is MZ, signing off, back to the Aether with me...
You can discuss this article in the MDV forums
here.
Find other articles by this author here.
Find other articles from this series here.
[ Back ] [ Home ] [ Up ] [ Next ]
Articles
Spotlights from 2007:
Lorwyn Theme Week Intro & Schedule of Events Blink And Bounce: Timing is Key Going Blind: XCB Metagaming - A Prolonged Conclusion. The Science of Magic: Genetic Engineering, Part Two. Shifting Lineaments: Casual Metagaming (Pt. 2). The Dungeon Of Malefict: Pure Evil! Land Week Introduction & Schedule. Combofusion: Legends Timeshifted. One Card to Rule Them All: Coastal Piracy Irrational Love: Chimeras. The Lego's of Magic.
|