Subject: Land Fill Fun: Type 2 (Standard) Paul Oxford


     I was going through my cards the last few weeks and I kept seeing Furnace of Rath (8th) and thinking that there could be some great uses for this card. I soon discarded the idea because it was an even card (It gives the ability to both players) and figured that odds were it could possibly do more harm than good. So I kept looking through my cards.
     Then I found Seismic Assault. Hmmm..... Furnace of Rath..... Now each land I ditch is 4 pts. of damage... 5 land in my hand and they are dead... but it would take too long. I would be dead by the time I got both of those cards out and land in my hand. Now I could have made this deck straight red... but that would be no fun. And the game is all about fun. So I came up with this.
 
LAND FILL FUN
4 - City of Brass (Have to have them if you're doing multi-colored deck)
8 - Forrest (If I have to explain why you need land in your deck you need to go play hero-clix.)
5 - Mountain
5 - Island
 
3 - Seismic Assault (The key card to win the game- get one out on turn 3)
3 - Furnace of Rath (Doubles all the damage you're going to do to your opponent put it out turn 4)
3 - Natural Affinity (Turns everyone's land into creatures if things work well you can use it turn 5 along with...)
3 - Evacuation (returns all creatures to owners hands- Yep right after you make all them land creatures too)
 
Those are the combo cards.... Now not only will you be able to do AT LEAST 20 pts of damage on turn 5 (probably six but turn 5 is possible) you're opponent won't have any land out to stop you from doing anything. Or to get rid of your enchantments after the realization comes over them of what you are about to do. Now we just need helper cards.
 
4 - Birds of Paradise (the best card in the game... for now)
2 - Defense grid (make it as hard as possible for any kind of counter)
4 - Rampant growth (get as much land out on the board as possible. Helps get out the Islands and Mountains if you're having trouble getting to them!)
3 - Index. (get to the cards you need faster)
2 - Vine Trellis (Something to block just in case your three don't come up soon enough, Also good for a green)
4 - Shock (To take care of weenies just in case)
2 - Stream of life (Just in case could save you too)
2 - Explosive vegetation (Get more Land on the board)
1 - Elvish Pioneer (more Land on the board)
2 - Howling Mine (Get to those cards you need since you can't tutor for them.)
 
The first time I tested this deck it was against the legions pre-con deck "Elvish Rage" which to me is the fastest nastiest deck I've seen in a while (the goblin one was pretty good too) and I won on Turn 8 with 8 life left. I did 44 pts of damage
that my opponent couldn't stop.
     There are problems with this deck of course- like any deck, once someone knows how it works they can stop it. A few naturalizes and you're screwed. But it's fun. And it's essentially a quick kill type 2 deck! If anything to see the look on your opponents face when you say- I discard 8 land from my hand doing 32 pts of damage to you. If you know of any cards that would make this deck better and keep it type 2 feel free to e-mail me at grendelprime1@email.msn.com   Paul.