I always wanted to make a Legacy land destruction deck. I have not tested this build so your feedback is appreciated. I understand there is a lot of non-basic hate in this build, but most if not all legacy decks have at least one. I might as well include Wasteland but I fear that against the rare mono-color decks I'll have too many wasted slots. Maybe remove the custody battles and replace them with this card.
Consuming Ferocity is a really obscure choice but I like it : play this on any creature an opponent controls (without flying or else you're pretty much dead with this deck) and block with your walls. They are (almost) sure to take damage if you don't destroy the creature.
Bloodmoon can lock many decks who do not suspect it, plus with all the land destruction you can really hurt them - they play a land, but it's a mountain.
Jokulhaups is your sweeper in case things go out of hand.
Custody Battle is there to prevent creatures from ever attacking you. Put one on a creature owned by your opponent and he either sacks a land or give it to you. Of course you don't pay the cost when you own it, meaning the creature will, most of the time, just exchange controllers doing nothing. I think that's both funny and useful to this rather slow deck.
Lightning Bolt & Rift Bolt serve as direct damage to the cone or to clear the board of annoying creatures like goyf.
Akroma, Angel of Fury is a win condition. Knowing most control comes from blue and white, having protection from these two colors is insane. - top this with can't be countered and you have a serious threat.
Thunderblust is yet another obscure choice. For 5 mana you have a potential 13 damage in one card. Of course you must be wise and play this when your opponent is tapped out or else he is easy to take care of. Haste makes this monster even cooler, and Persist is icing on the cake.
I think you need to solidify your plan, bud. You're playing mono red control, this I can understand. If you're wanting to do so just to blow up lands, you're probably going to lose. You've no way of doing so second turn at all. If you were to play a blow up the world kinda sweeper, you've no way of recovering any faster than your opponent would. If you're wanting creature sweepers, I'd suggest flamebreak, volcanic fallout, pyroclasm, earthquake, or any of a dozen variants of these. If you want to simply blow up all lands, then run something with some good synergy. I suggest boom/bust in mono red. It hits t2 or it hits t6 for everything. If that, then run something like Greater Gargadon to take advantage of the lands go boom strategy. You could run mindstone for mana acceleration, or run coldsteel heart, snow covered mountains, scrying sheets, and skred for a uniquely red way of blowing up tarmogoyfs. Magma jet gives you a way to kill really early drops while providing good card selection. Lash out kills bigger stuff with a potential bonus, but doesn't do better for selection. burning wish is primarily a combo card, but I'd bet small wishboard would give you some seriously nasty options when you just need that particular card. your anarchy and boiling seas are good examples, but you could also run shattering spree or wildfire or whichever you need. These options all definitely need testing, but there are some excellent ways to make them work. They'll generally have better synergy, too.
Look if you really want to run something like this in legacy, you need to start with a Dragon Stompy shell or you're going to get completely hosed. You're basically not doing anything except dropping a couple walls until turn 3. At that point basically any deck in the format is going to have board position on you (or have already won), and won't care if you start taking out lands then.
You can try something like this, which is an approximation of a deck that had fairly decent results in my old meta.
This was not my deck, so the list is not exact and I'm just going off the top of my head, but you get the idea. In most established metas now, Blood Moon is a total house, so you're first turn needs to be completely dedicated to landing a moon/Magus, chalice @ 1, or Trinisphere. Any of these will be enough of a speed bump to get you through the early game, and can shut down some decks entirely. From that point you just beat with guys while blowing up lands and throwing burn at them. Dreams is your sweeper if you're in a bind, and the sideboard would be full of REB/Pyroblast, and Volcanic Fallout for bad matchups like Goblins and Merefolk.
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Consuming Ferocity is a really obscure choice but I like it : play this on any creature an opponent controls (without flying or else you're pretty much dead with this deck) and block with your walls. They are (almost) sure to take damage if you don't destroy the creature.
Wall of Junk & Shield Sphere help you survive aggro / zoo in the first few turns.
Bloodmoon can lock many decks who do not suspect it, plus with all the land destruction you can really hurt them - they play a land, but it's a mountain.
Jokulhaups is your sweeper in case things go out of hand.
Custody Battle is there to prevent creatures from ever attacking you. Put one on a creature owned by your opponent and he either sacks a land or give it to you. Of course you don't pay the cost when you own it, meaning the creature will, most of the time, just exchange controllers doing nothing. I think that's both funny and useful to this rather slow deck.
Uncontrolled Infestation, Lava Blister & Ruination are pure non-basic hate. They still get mana when they tap their land(s) though.
Molten Rain & Pillage are for the other lands or artifacts.
Lightning Bolt & Rift Bolt serve as direct damage to the cone or to clear the board of annoying creatures like goyf.
Akroma, Angel of Fury is a win condition. Knowing most control comes from blue and white, having protection from these two colors is insane. - top this with can't be countered and you have a serious threat.
Thunderblust is yet another obscure choice. For 5 mana you have a potential 13 damage in one card. Of course you must be wise and play this when your opponent is tapped out or else he is easy to take care of. Haste makes this monster even cooler, and Persist is icing on the cake.
20x Mountains
Enchantment (13)
1x Blood Moon
4x Consuming Ferocity
4x Custody Battle
4x Uncontrolled Infestation
Sorcery (7)
1x Jokulhaups
2x Lava Blister
2x Molten Rain
2x Pillage
4x Lightning Bolt
4x Rift Bolt
Creatures (11)
1x Akroma, Angel of Fury
4x Shield Sphere
4x Wall of Junk
2x Thunderblust
2x Anarchy
2x Boiling Seas
2x Crycoclasm
4x Leyline of the Void
3x Mindbreak Trap
2x Pithing Needle
Credit to DolZero for this awesome sig!
You can try something like this, which is an approximation of a deck that had fairly decent results in my old meta.
4x City of Traitors
4x Ancient Tomb
4x Simian Spirit Guide
3x Chrome Mox
4x Trinisphere
3x Blood Moon
3x Magus of the Moon
4x Pillage
4x Molten rain
2x Devastating Dreams
2x Figure of Destiny
4x Kiln Fiend
2x Price of Progress
This was not my deck, so the list is not exact and I'm just going off the top of my head, but you get the idea. In most established metas now, Blood Moon is a total house, so you're first turn needs to be completely dedicated to landing a moon/Magus, chalice @ 1, or Trinisphere. Any of these will be enough of a speed bump to get you through the early game, and can shut down some decks entirely. From that point you just beat with guys while blowing up lands and throwing burn at them. Dreams is your sweeper if you're in a bind, and the sideboard would be full of REB/Pyroblast, and Volcanic Fallout for bad matchups like Goblins and Merefolk.