PDA

View Full Version : Yet another R/G land destruction deck! (Using older cards.)


theboatcandream
04-03-2006, 04:23 AM
text

text

Kird_Ape
04-03-2006, 04:54 AM
kird ape ownz, sylvan library is good.....SKULLLLLLLLLLLLLLLLLLLLLCLAMP :)

Unholy
04-03-2006, 02:44 PM
The way I see it is that biggest problem is you don't really have win conditions. Few burns and only one creature with power greater than 2. Playing 8 mana elves and 12 3cc LD spells makes more consistent 2 turn LD and although it's nice you don't get anywhere unless you have big threat coming soon after. When you think about the raw numbers you have 2/3 of your deck just mana elves, LD and land. Nothing that wins games. Playing mana elves and savage twister is has definite antisynergy but I take it there's some reason to play them.

Of the cards you are thinking kird ape and erhnam djinn are very solid choises. Wurm is obviously great here but I guess you'd play more if you had. Wheel of fortune fits great. I wouldn't play sylvan library nor raze. IMO there's more than enough LD here and I'd even cut a few. One card I think should definitely be in deck is rancor.

Given your initial list here's what I'd try

4 Fyndhorn Elves
3 Llanowar Elves
3 River Boa
3 Avalanche Riders
3 Erhnam Djinn
1 Argothian Wurm

17 cards

4 Lightning Bolt
4 Stone Rain
4 Winter's Grasp
3 Pillage
3 Savage Twister
2 Rancor
1 Regrown
1 Sol ring
1 Wheel of Fortune

23 cards

40 cards

1 Strip Mine
2 Treetop Villiage
3 Karplusan Forest
7 Forest
7 Mountain

I wouldn't play wall of blossoms. You win by damange and it's not aggro. If defence is needed and you already play savage twister just play more. I'd trim a bit on mana elves and LD department. This configuration would still give 8 accelerants for 11 LD spells to get that second turn LD. Even with few less LD you still have 14 cards that kill lands so you'll blow them up quite nicely. Of creatures I'd give a try for river boa. It regenerates making it better with savage twister and islandwalk is great at times. Rancor in place of incinerates, few erhnams, throw in the wheel and it's all good.

I know these changes don't make the deck much different. It's the same deck you play just doing it's stuff better. If you want to play more LD, more control style, go white and play geddon though it's much less fun.
RG does nothing fancy. Blow s**t up, play men and smash face. ;)

Kird_Ape
04-04-2006, 01:04 AM
heres another decklist,

18 Creatures

3x Fyndhorn Elves
3x Bird Of Paradise
4x KIRD APEEEEEE
3x River Boa
3x Ernham Djinn
2x Argothian Wurm

15 instants/sorceries

3x Lightning Bolt
4x Stone Rain
3x Winter's Grasp
3x Pillage
2x Savage Twister

6 Enchantments/Artifacts

3x Rancor
3x Skullclamp (if not Skullclamp another green enchantment like Moldervine Cloak)

21 Land

2x Stripmines
3x Treetop Village
4x Gruul Turf (or Karpulsan Forest)
6x Mountain
6x Forest

i think this is an oki build, try this one out cus i dont got enuf time to proxy/play test

Kird_Ape
04-04-2006, 03:04 AM
oh i forgot SB

3x Wildfire (takes out 4 land and wraths board pretty much)
3x Viridian Zelot (or Creeping Mold, personally i like this 1 more cus its a creature with artifact/enchantment hate)
3x Plow Under (in case they still hav more land than u expect)
3x Arc Slogger (hes beefy, he wins games, mebe take him out and put in kumano but i like this guy)
3x Zo-Zu The Punisher (small comba with plow under, they play the land only to take 4 and if u cant get much to kill with this guy works out well)

ill try to proxy up a build and bring it to fnm to play on the side to see if it works unless u try it earlier than this friday =p

Unholy
04-04-2006, 05:35 AM
I'm a bit tentative to get rid of my incinerates though. There are plenty of regenerating creatures out there like Albino Troll and Troll Ascetic that I tend to run into a lot. I'm inclined to agree with you because I think that the extra agro will take care of it, but is there anything you can say to convince me that much more? I'm rather fond of having that extra bit of direct damage.
You won't be firing ascetics anyway. My point of view is that since it's only utility stick with the best burn. If the can't regenerate is essential then just play incinerates over bolts but I don't feel that's necessary. You have your own boas that regenerate, rancor gives trample to your creatures so an opposing creature with regenerate won't totally stop your attack. Anyway it takes 2 ascetics to bring erhnam down and 4 mana to regenerate both which gives you a great opportunity to savage twister for 2. I'm not saying an efficient green aggro is a piece of cake because it really isn't but 2 incinerates won't change that match one bit.


I also noticed that you took out the molds and left in the winter grasps. With the subtraction of one pilliage, that leaves me with only three ways to hate against artifacts and no ways to get rid of enchantments. Is this something best left to sideboard? I feel that it makes me exposed. Would a null rod be appropriate?

What do you think of the card root maze?
A basic mana issue to better take advantage of 2 turn LD. None of your 8 accelerants make red so 1RR is rarely available on turn 2. If you can fix the mana base and pack a set of birds then by all means play pillage over grasp but as it is the mana base can't support it efficiently. 4th karplusan forest and any other fix you can come up with wouldn't hurt now either. Mold is one turn slower and occupy alrealy crowded 4cc slot. It's great utility but doesn't serve the basic game plan well enough. If the artifact/enchantment hate is necessary then I'd suggest getting your hands on some viridian zealots. It's a new card and all but also an offensive 2 drop that can be sacrificed for a disenchant effect. Or if just artifact hate is more useful you can play uktabi orangutans. They can't harm you and that way you'll keep your deck made with just the older stuff. ;) Only downside is that they'll be in your crowded 3cc slot but if you are facing jittes or some other evil equipment then it doesn't matter as their effect is so crucial. Othewise keep hate on board.

Root maze and null rod are specialized hate. Do you really have need for those? Null rod can be included without damage and depending on the decks you play against it can be MVP but root maze also slows you down. I wouldn't play it. It's served better on a dedicated weenie horde trying to slow opponent enough to win.

Kird_Ape
04-04-2006, 06:41 PM
uktabi orangutang, aka the sex monkies.... and kird ape is good! >:O hence is why im kird_ape and also in the jss i played MBC, had to play against R/G land destruction and there was plenty of good creatures rawr!

Unholy
04-05-2006, 06:20 AM
I'm not sure where are you going with that thought. If mana acceleration is concerned you'd be giving card advantage to opponent when comparing them to mana elves. This I feel is a grand error since you can't compensate it by any card draw other than your lone wheel of fortune. Neither can give you faster LD than elves except in multiples and that much card disadvantage will be tough to overcome. Also when playing walls you make rancors worse.

Kird_Ape
04-16-2006, 01:20 PM
if you got any stomping ground put those in too, turn 1: put it into play untapped so i take 2 and play kird ape is good, unless you want to have turn 1 lianwar elves or bop, in the first list take out the fyndhorn elves or lianwar elves and throw in bop's

jokre75
04-20-2006, 10:42 AM
its a little new, but get some molten rains...theyre great especially for all the new non basics

Kird_Ape
04-27-2006, 03:41 AM
molten rains are good in the format now, just about every deck [except heartbeat] plays with nonbasic's

Kird_Ape
06-07-2006, 11:53 PM
treetop village is good. 3/3 on turn 3 is verry good, especially when it can attack that turn, it doesnt matter if it can block youll be able to kill their things, and sylvan library is verry good indeed.

Kird_Ape
06-08-2006, 12:04 AM
it still can be, treetop village is good. better than what you think.

Kird_Ape
06-08-2006, 12:44 AM
it draws you cards thats good. also good if your opponent has a creature out early. its a blocker and it gives you a card, whats not to like?

Kird_Ape
06-08-2006, 01:00 AM
so what. the point is it gives you cards and blocks stuff. it doesnt matter if it cant attack its good.

Kird_Ape
06-08-2006, 02:10 AM
i want saying to replace the kird apes at all, when did i say that, i was the one to say to put the kird apes in. if its already there then leave it.

Kird_Ape
06-08-2006, 11:26 PM
the decks he has is good as they are, we tweaked them to make them better.

Kird_Ape
06-09-2006, 08:59 PM
-jitte, naturlize, and tio for sure...

Card Slinger J
06-12-2006, 10:20 PM
I would recommend running both Magnivore and Terravore, and run a playset of Wreak Havoc's plus it can't be countered by spells or abilities...

Tinder Wall I'd run a playset of as well, and I would also recommend the following:

* Wild Cantor - If you can't get the Tinder Walls.
* Stomping Ground - If you don't have or can't afford Tiaga's.
* Dingus Egg - Sure it's kinda slow but it's good for what the deck does...
* Raze - Really good...
* Dwarven Driller - Pretty good landy card...
* Burning Sands
* Thresher Beast
* Orcish Lumberjack
* Rolling Spoil - Creeping Mold's better though...
* Seismic Spike - destroys a land and adds 2 red to your mana pool, what's not to like?
* Threaten - To steal creatures for your own gain, why not?
* Sowing Salt - It can help but will hurt Terravore more...

Hope that helps...

Jungle Juice
06-18-2006, 12:15 AM
Lol ok so I just joined the thread and I have some stuff to catch up on I'm guessing cause I only cared to read the last and first page -.-.. lazy. Um.. something I saw that was interesting is that you said you aren't facing a **** with alot of basic land.. maybe you could try molten rain? Burn + LD ^_^. Besides that I'd appreciate maybe an updated decklist? I'm sorta newb.. >.>

Jungle Juice
06-18-2006, 12:50 AM
I made a land destruction deck myself you can take a look if you want... It's red/black though.

Creatures:
3x Magnivore
1x Phage the untouchable (kinda pointless but its so much fun to play haha)

Sorceries:
4x Chainer's Edict
4x Demonic Tutor
4x Pain/suffering (might run earth rift, but I'd prolly never flashback it so it seems pointless)
4x Innocent Blood
4x Molten Rain
4x Pyroclasm
4x Rancid Earth
4x Sinkhole
4x Stone Rain

Land:
4x Tainted Peak
4x Bloodstained Mire
4x Blood Crypt
2x Sulfurous Springs
6x Mountain

LD maybe a lost cause but it's a hella fun deck to play. I'm thinking about throwing in Stripmine but alot of cards are Double Red or Black, I think I run enough duals to throw it in now though. The only reason why I posted this was to show you that I run molten rain main board cuz more times then not your oppenent is playing nonbasic... It's really not needed cuz Magnivore swings for so much damage, but if they don't have lands how will they play an artifact? I use Pillage in my sideboard against artifact heavy decks however, but in my area I don't play many.

Card Slinger J
06-19-2006, 01:13 AM
Oh yeah, about that red/black deck Jungle Juice...

Have you considered running Helldozer? He'd be great for that deck, especially other black land destruction cards...

Jungle Juice
06-19-2006, 12:12 PM
With all the duals I run I shouldn't have a problem paying the 3 BBB for the cost to tap helldozer and destroy a land. But helldozer isn't a sorcery so it doesn't pump magnivore, and he isn't needed. I run so many destroy land cards I pretty much destroy all over your land you play every game I play with this deck. Even if you do get out a land I can't destroy I can tutor for a LD card. The deck runs fine really, just hard to play for U control.

Kird_Ape
06-19-2006, 01:55 PM
dwarven miner 1R
summon dwarf
2R tap: destroy target nonbasic land.
1/2