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Mattedesa's Deck Garage
Man-Land Deck
May 15, 2007

It seems I've gotten a bunch of decks having to do with lots of land!
This is kinda cool, though, since it allows us to explore the many different ways to run decks that may otherwise seem similar. This deck, sent in by BrIon, takes us a different direction than the other ones have, so I'll try to keep this deck focused in the way it was originally intended.

Reading about Sean's man-land deck reminded me that I have one build, though rarely played. It's got a bit of a different style. Here's the decklist for 'Land Ho!'

Enchantments

4 Oath of scholars
4 Manabond
4 Earth Surge
4 Genju of the Falls
4 Genju of the Cedars

Non-basic Land
4 Faerie Conclave
4 Treetop Village
4 Deserted Temple
4 Thawing Glaciers (1 proxy)
4 Petrified Field

Basic Land
10 Island
10 Forest

Before I built the 'final' version of this, I had been trying to make a deck with nothing but land. After some experimenting and research, I found it could be done, but was too slow to be effective. Then I came across an article on StarcityGames that gave me the idea for Manabond/Oath of Scholars. Once you have that engine out, you're almost always drawing 4 cards a turn, and have plenty of mana to play any non-lands you draw.
The Deserted Temples are there to make sure you have a blocker or two even after an alpha strike, to prevent Master Decoy hijinks, or double-dip on Thawing Glaciers. Man-lands will die, hence the Petrified Fields. The enchantment engine gives me a decent shot after an Armageddon, not that anyone I regularly play with owns them, and the genju's are there because 8 natural man-lands aren't enough.
I would love to have access to white for Genju of the Field and retarded life-gain because this deck can take a bit of setup, but I just can't fit a third color without duals, which are currently in other decks. A good way to keep me from mostly tapping out every attack would be a huge bonus, also. Or some kind of defense in general, really.
Gods I hope this isn't too long...
-BrIon


The first thing I want to do is look at the issues you specifically
mentioned: To keep from being tapped out all the time and to have some defense. Well, I think these two things can be remedied with one card:

Nature's Will. This deck is inherently going
to tap out a lot because you have to tap mana to activate your creatures every turn, not to mention the land/creatures that attack are left unavailable afterwards. With Nature's Will, you can feel free to tap out and attack, then, as long as you can squeeze through at least 1 damage, all your lands untap, leaving them available for blocking or for casting more spells! The added benefit of tapping your opponent's lands may help on occasion as well, especially if they are playing a heavy control deck. To make room for 3 copies of Nature's Will (why only 3? I'll get to that in a moment), let's drop 4 Deserted Temples, since they had the same purpose of untapping your lands.

To help more with the early defense, there are a couple ways you could
go: Ice Floe or Quicksand. I'm a bit torn on which to suggest, because it depends on exactly what you determine you need more. Ice Floe can stop any non-flying creature, but it doesn't tap for mana, should you need it. Quicksand, while it does tap for mana, can only be used once, and can only deal with a 2 toughness creature. I'm leaning towards Quicksand for now, but that's certainly open for debate. To make room, I'm going to suggest dropping two each of the basic lands. If that ends up making your colored mana too hard to come by, you might try dropping the Thawing Glaciers, since that seems the least crucial of your special function lands.

There's one card I can't help but mention, even though it was used in the last land deck I worked on: Enlightened Tutor. With so many enchantments making the engine of your deck, paying one white mana to tutor up the one you need at the moment is an unbeatable deal. With 4 Enlightened Tutors acting as a 4th copy of all your enchantments, we can drop the 4th copy of the ones you don't need more than one of at a time (Oath of Scholars, Manabond, and the aforementioned Nature's Will), and one copy of either Genju (I would suggest Cedars, since the Falls makes an evasion creature more likely to trigger Nature's Will).

The only other thought I had is to use Vesuva, since it can copy any of your man-lands. I just don't know that the risk of drawing it when you have nothing worth copying is really worth it. You don't want an opening hand of Forests, Islands, and Vesuvas! It's quite possible, however, that with the 'toolbox' effect you have with the enchantments and Enlightened Tutor, that you'll still come up with multiples of enchantments you don't need. If that happens, a few Vesuvas could find a good home in your deck, but I would try it without them first.

So, to sum up all of my rambling on, here's a possible new decklist for your consideration:

Enchantments

3 Oath of scholars
3 Manabond
4 Earth Surge
4 Genju of the Falls
3 Genju of the Cedars
3 Nature's Will

Instants
4 Enlightened Tutor

Non-basic Land
4 Faerie Conclave
4 Treetop Village
4 Thawing Glaciers (1 proxy)
4 Petrified Field
4 Quicksand

Basic Land
8 Island
8 Forest

Thanks for writing in! I'll be interested to know, BrIon, how this works out for you. I enjoy hearing back from readers (anyone else have another land deck?), whether it was your deck I tinkered with or not.
Feedback is a good thing. It doesn't matter if you think I'm a Magic genius, or the biggest idiot to ever play the game, I value your input
- it helps make me a better deck mechanic!

Until next time,

mattedesa


 


 

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