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MDV Featured Article:
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MDV Featured Article - Forgotten Power:  Land Based! - by Michael Zeora - posted 3/10/07 - discuss here

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*...

 

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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 Forest

Creatures:
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.

 

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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 Swamp

Creatures:
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
 

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Krosa's Big Green Fist.
60 Card Casual Deck - Aggro/Infinite

Lands:
20 Forest
4 Wirewood Lodge

Creatures:
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.

 

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...darkness reigns supreme!
 

Lands:
4 Terramorphic Expanse
10 Swamp
6 Plains
4 Godless Shrine

Creatures:
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...
 
 

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Something to Improve On.
 

Lands (20)
2 Tainted Wood
2 Overgrown Tomb
2 Wirewood Lodge
7 Forest
7 Swamp

Creatures:
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!

 

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Wild Slayer.
 

Lands:
3 Tainted Wood
3 Overgrown Tomb
5 Forest
9 Swamp

Creatures:
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!

 

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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!

 

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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!
Combofusion: Legends Timeshifted.
Land Week Introduction & Schedule.
One Card to Rule Them All: Coastal Piracy
Irrational Love: Chimeras. The Lego's of Magic.

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