Land Destruction Primer, Draft #2

Beyond Dominia: The Type One Magic Mill: Land Destruction Primer, Draft #2

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By Zherbus (Zherbus) on Tuesday, December 04, 2001 - 08:34 am:

Here is revision #2

I had requested Rakso deep six my other one as to avoid board clutter. AKA Zherb-o-spam.

* * *

Land Destruction Primer
Steve O’Connell, Dec 2001


A deck arch type since the beginning, land destruction has always been a deck players hate going up against. No matter if it was the original O’Brien deck pre or post vise restriction, or Erhnam R/G land kill, it’s always been something deck builders have kept in mind when making sideboard decisions.

In its earliest forms, land destruction has utilized tools such as the ever popular Black Vice, Nether Void, Dingus Egg and Various sub themes such as discard. The earliest O’Brien deck (see the Nether Void primer) combined the awesome stalling power of Nether Void and the punishing damage of black vise, while beating an opponent into the dirt with a stampede of Juzam's and pump knights.

While the O’Brien deck was certainly powerful and dominating, most frugal (read that as, “Owns no Juzam's, Moxen, Nether Voids, etc) players played a cheaper deck like speed Red/Green or Black/green splashing for ice storms and fast critters, mana birds, and spot enchantment/artifact removal.

Force of Will and Misdirection hadn’t been made yet, so a first turn sinkhole or strip mine could really mess a control player up. Imagine First turn - Swamp/Mox/Sinkhole. Second turn - Swamp/ritual/Juzam. Commence 4 turn clock, while keeping your opponent under 4 mana so a moat couldn’t stop the abuse.

With the coming of Ice age and the restriction of Black Vise, land kill became less prevalent as the popularity of Type II. That pretty much knocked sinkhole, ice storm, and some of the toys out of the scene.

With the explosion of Type II, necro decks, vise-age, Erhnam-geddon, and blue-white control ran around rampant. Like today, the type II players were adapting their decks to a T1 field.

“No hand, land, or Creatures”, STEVE O’CONNELL, 1996

Critters (6)
4 Order of the Ebon Hand
2 Knight of Stromgald

Discard (8)
4 Hymn to Tourach
4 Hypnotic Specters

Utility/Drawing power (4)
2 Necropotence
1 Zuran Orb
1 Demonic Tutor

Direct Damage/Removal (6)
4 Lightning Bolt
2 Drain Life

Land Kill (14)
4 Sinkhole
4 Icequake
2 Stone Rain
4 Strip Mine

Mana (22)
4 Dark Ritual
1 Mox Jet
1 Black Lotus
4 Badlands
4 Sulphorus Springs
8 Swamp

SideBoard:
3 Gloom
2 Incinerate
2 Knight of Stromgald
1 Drain Life
4 Juggernauts
2 Nevinyrral's Disk
1 Sengir Vampire

This deck worked real well in its time, with enough direct damage to hurt a necro player, enough disruption to throw a control player off balance, and enough punch to not care about Armageddon.

The reason I’m listing this deck is to show that the common idea of having enough land kill in your deck to take out every one of your opponent’s lands is a bad strategy.

Just disrupt them all to hell and the rest will fall into place.
Like the O’Brien Deck, I used hand kill as well to make up for the gap black vise left in land kill. It’s a notion that for the most part has stuck ever since.

Discard fit the deck’s theme perfectly as land destruction was meant for disruption. All you simply wanted to do is knock your opponent down long enough for your critters to knock him to zero life.

There were games, where you may have killed anywhere from zero to one lands the whole game, but a well placed Hymn to Tourach and a Hypnotic Specter ate away enough of your opponents hand, that he was down to top decking.

While this sort of deck had plenty of removal, if there was an enchantment that had to be dealt with, Nevinyrral's Disk was your only answer.

There was also another approach, beat their heads in, scorch and check pulses later. Red is the best color for this and is supplied with stone rain, and later on pillage. With green you had fast mana, such as Bird of Paradise, Tinder walls, and orcish lumberjacks. Not to mention a way to deal with pesky enchantments. “Erhnam n’ Burn um” was born, and in addition to its beat down variants it also had its land kill variants. This grew in popularity more as Alliances came out and pillage and hordes were available.

A typical version ran similar to this:

Erhnam n’Burn um LD (Type one remix)

Critters (19)
4 Erhnam Djinn
4 birds of paradise
4 Tinder Walls
4 Elvish Archers
3 Balduvian Hordes

Burn (9)
4 Lightning Bolts
2 Incinerates
1 Fireball
1 Stormbind
1 Black Vise

Land Kill (12)
4 Pillage
4 Stone Rain
4 Strip mines

Mana (20)
4 Taiga
4 Karpulsan Forest
6 Forest
2 Mountain
1 Black Lotus
1 Sol Ring
1 Mox Emerald
1 Mox Ruby

It’s Pretty straight forward. Scary to have a few giant critters charging at you when you’re stuck and one or two lands. That is unless you were a white player running swords and balance.

4 Color Burn’em LD, STEVE O’CONNELL, 1997

Creatures (12)
2 Erhnam Djinn
4 Kird Ape
3 Gorilla Shaman
3 Serendib Efreet

Burn (8)
4 Lightning Bolt
1 Stormbind
1 Fireball

Land Kill (6)
2 Stone Rain
4 Ice Storm

Utility (5)
1 Sylvan Library
1 Demonic Tutor
1 Ancestral Recall
1 Regrowth
1 Black Vise
1 Vampiric Tutor

Mana (29)
4 Wasteland
1 Strip Mine
1 Mox Emerald
1 Mox Ruby
1 Mox Jet
1 Mox Pearl
1 Mox Sapphire
1 Black Lotus
1 Sol Ring
4 Taiga
4 City of Brass
3 Tropical Island
1 Bayou
3 Volcanic Island
2 Badlands

This is a bit more modern of course, and when it was played it was more or less for fun. It is my opinion that the latter two deck are inferior to a black build, because their focus was so simple.

With the domination of Necropotence in all formats, sligh emerged. As the deck received better and more efficient cards, land destruction players played the deck less and less.

Land destruction was more or less used for additional disruption for decks who wanted to keep the lead they established in the early game.

I refer you to the Goblin burn and Sligh Primer for more, but for ease I’ll include a decklist. The idea was simple; kill lands, beat with weenies, burn creatures that slipped out of the land kill soft lock.

PONZA, MARO BLUME, 1999 GERMAN NATIONAL CHAMPION

Creatures (15)
4 Mogg Fanatic
4 Fireslinger
2 Ticking Gnomes
4 Avalanche Riders
1 Balduvian Horde

Burn and Damage (12)
4 Cursed Scroll
4 Shock
2 Hammer of Bogardan
2 Earthquake

Land destruction (8)
4 Stone Rain
4 Pillage

Land (25)
4 Wasteland
1 Maze of Shadows
1 Shivan Gorge
19 Mountains

Sideboard
4 Jackal Pup
1 Balduvian Horde
1 Lightning Dragon
4 Shattering Pulse
1 Earthquake
2 Ticking Gnomes
2 Fire Diamond

Also in extended came a deck that did well against the combo and survival decks of its day. It had plenty of removal, artifact control, enchantment kill, and creature removal in addition to its land kill. For a more in depth look, check out Rakso’s stompy primer, its all there.

LEGION LAND LOSS, ALAN COMER, TOP 8 IN TWO PRO TOUR QUALIFIERS, LATE 1997

Disruption (21)
4 Thermokarst
4 Winter's Grasp
4 Creeping Mold
1 Kudzu
4 Icy Manipulator
4 Stunted Growth

Damage (7)
3 Erhnam Djinn
4 Triskelion

Mana (32)
4 Llanowar Elves
4 Fyndhorn Elves
3 Wall of Roots
4 Mishra’s Factory
4 Wasteland
13 Forest

Sideboard
1 Tranquility
2 Tranquil Domain
4 Uktabi Orangutan
2 Natures Wrath
1 Tsunami
3 Barbed Folliage
1 Storm Seeker
1 Serrated Biskellion

In current Type one, land kill has a major place in the format. Even control decks run any where from 3-5 strip mine/wastelands main deck to disrupt a color dependant opponent, kill a mishra, or get rid of a Library of Alexandria.

Two decks, that are commonly known, that perform well in Type one as Azhrei’s land grant sligh and Matt D’Avanzo’s control (as opposed to the other variant of void, aggro) Nether Void.

RUBEFACERE, DARREN DI BATTISTA AKA AZHREI, 2001

Creatures (15)
4 Goblin Cadets
4 Jackal Pup
4 Kird Ape
4 Gorilla Shaman
3 Dwarven Miner

Burn and Damage (10)
4 Incinerate
4 Lightning Bolt
2 Cursed Scroll

Utility (9)
4 Pillage
1 Wheel of Fortune
1 Yawgmoth's Will
1 Demonic Tutor
1 Vampiric Tutor
1 Regrowth

Mana (22)
4 Land Grant
1 Mox Ruby
1 Strip Mine
4 Wasteland
3 Mountain
1 Bayou
4 Badlands
4 Taiga

Sideboard
3 Hull Breach
4 Mogg Fanatic
4 Null Rod
4 Red Elemental Blast

Azhrei’s deck touches lightly on the Ponza concept while keeping the fast pace and aggression of sligh alive. Notice the Gorilla Shamans are there to supplement the land kill buy eating Moxen, sol rings, and making opponents Zuran Orb useless. Rakso touches more on it in his Goblin Burn and Sligh Primer. Azhrei wrote a starcity article on this deck, you can find it @ http://www.starcitygames.com/php/news/expandnews.php?Article=1307. It’s a great deck that deals with most control pretty well. It’s damn fast, uses nice utility and card drawing, and has enough disruption to keep anyone off balance.

NULL AND VOID, MATT D'AVANZO December 2000

Mana denial and other disruption (19)
4 Sinkhole
3 Nether Void
4 Duress
4 Hymn to Tourach
4 Powder Keg

Creatures (7)
4 Hypnotic Specter
3 Phyrexian Negator

Others (4)
1 Demonic Tutor
1 Vampiric Tutor
1 Yawgmoth's Will
1 Necropotence

Mana (29)
4 Ritual
1 Jet
1 Lotus
14 Swamps
1 Strip Mine
4 Wasteland
4 Rishadan Port

Matt’s is more of a control version as compared to the also commonly player aggro-void. Null and Void is better suited to deal with the highly concentrated control Type one field. It uses, to a good degree of success, the theory of simply disrupting your opponent long enough for the creatures to finishing working. Null and Void uses Phyrexian Negator’s to make the game last as short as possible. Again, I suggest reading Matt’s primer for more insight.

Conclusion:

Land kill in Type one is a force, no matter which variant you play. In type one, you need disruption for combo and control, and speed to kill them before they get going. Land kill does this, and is effective just as long as your not hell bent on killing every land in the deck, and use it as disruption to keep your opponent on the ground while you kill him.

Appendix A: Spells (where I’ll list stuff like the actual land kill spells, power keg, masticore, shamans, Miners, Blood moon, etc)

RED: (See the Goblin burn and Sligh Primer)

Stone Rain
2R
Sorcery
Destroy target land.

Pillage
1RR
Sorcery
Destroy target artifact or land. It can't be regenerated.

Raze
R
Sorcery
As an additional cost to play Raze, sacrifice a land.
Destroy target land.

Avalanche Riders
3R
Creature - Nomad
2/2
Haste #(This creature may attack and T the turn it comes under your control.)#
Echo #(At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)#
When Avalanche Riders comes into play, destroy target land.

Orcish Settlers
1R
Creature - Orc
1/1
XXR, T, Sacrifice Orcish Settlers: Destroy X target lands.

Dwarven Miner
1R
Creature - Dwarf
1/2
2R, T: Destroy target nonbasic land.

Gorilla Shaman
R
Creature - Ape
1/1
XX1: Destroy target noncreature artifact with converted mana cost X.


Blood Moon
2R
Enchantment
Nonbasic lands are mountains.

Lava Blister
1R
Sorcery
Destroy target nonbasic land unless its controller has Lava Blister deal 6 damage to him or her.

GREEN: (See the Stompy Primer)

Thermokarst
1GG
Sorcery
Destroy target land. If it's a snow-covered land, you gain 1 life.

GG1, for basic land kill. Standard I suppose. GG in the Casting cost pretty much dictates mono green, or a strong green devotion in your mana base.


Winter's Grasp
1GG
Sorcery
Destroy target land.

See Thermokarst.

Ice Storm
2G
Sorcery
Destroy target land.

G2, for a basic land kill. Because of the extra colorless, its $20 higher price tag over thermokarst and Grasp lets this spell be splashed.

Creeping Mold
2GG
Sorcery
Destroy target artifact, enchantment, or land.

Slow, but an otherwise okay utility card especially since green can puke out green
Desert Twister: Using this spell in anything other than some funky draft is like making love to a fat chick, dont get caught.

Floral Spuzzem
3G
Creature - Spuzzem
2/2
Whenever Floral Spuzzem attacks and isn't blocked, you may destroy target artifact defending player controls. If you do, Floral Spuzzem deals no combat damage this turn.

You probably think I’m joking, don’t you? Back in 1996, a friend of mine ran a Nether void deck with Ernham’s and Spuzzams for anti mox tech.

BLACK: (See Nether Void Primer)

Sinkhole
BB
Sorcery
Destroy target land.

Ever notice they all have that line through the mana symbol? Mono Black, or black anything desiring any sort
of disruption should use these.

Icequake
1BB
Sorcery
Destroy target land. If that land is a snow-covered land, Icequake deals 1 damage to the land's controller.

BB1, for basic land kill. Standard I suppose. BB in the Casting cost pretty much dictates mono black, or
a strong black devotion in your mana base.


Rain of Tears
1BB
Sorcery
Destroy target land.

Yet another 3cc Land kill spell, see Icequake.

Nether Void
3B
Enchant World
Whenever a player plays a spell, counter it unless its controller pays 3.

Choking Sands
1BB
Sorcery
Destroy target nonswamp land. If that land is a nonbasic land, Choking Sands deals 2 damage to the land's controller.

See Icequake. Minor bonus, cant kill swamps though. (Remember that rules out, underground sea's, badlands,
scrublands, etc.)

Befoul
2BB
Sorcery
Destroy target land or nonblack creature. It can't be regenerated.

SLOW, see Creeping Mold.

Discard, nowadays, nicely accents Land kill decks. Not only are land kill and discard both disruptive, but discard can also function as a land kill. An early Hymn to Tourach can strip a land from the hand, functioning like sinkholes 5-8.

Hypnotic Specter
1BB
Creature - Specter
2/2
Flying
Whenever Hypnotic Specter deals damage to an opponent, that player discards a card at random from his or her hand.

Duress
B
Sorcery
Target opponent reveals his or her hand. Choose a noncreature, nonland card from it. That player discards that card.

Hymn to Tourach
BB
Sorcery
Target player discards two cards at random from his or her hand.

Mind Twist
XB
Sorcery
Target player discards X cards at random from his or her hand.

FAST MANA:

Without mentioning Sol ring, Moxen, and Black lotus…

Elvish Spirit Guide
2G
Creature - Spirit
2/2
Remove Elvish Spirit Guide from the game: Add G to your mana pool. Play this ability only if Elvish Spirit Guide is in your hand.

Orcish Lumberjack
R
Creature - Orc
1/1
T, Sacrifice a forest: Add three mana in any combination of red and/or green mana to your mana pool.

Dark Ritual
B
Instant
Add BBB to your mana pool.

Tinder Wall
G
Creature - Wall
0/3
#(Walls can't attack.)#
Sacrifice Tinder Wall: Add RR to your mana pool.
R, Sacrifice Tinder Wall: Tinder Wall deals 2 damage to target creature it's blocking.

Fyndhorn Elves
G
Creature - Elf
1/1
T: Add G to your mana pool.

Llanowar Elves
G
Creature - Elf
1/1
T: Add G to your mana pool.

Birds of Paradise
G
Creature - Bird
0/1
Flying
T: Add one mana of any color to your mana pool.


MASS REMOVAL:

Nevinyrral's Disk
4
Artifact
Nevinyrral's Disk comes into play tapped.
1, T: Destroy all artifacts, creatures, and enchantments.

Powder Keg
2
Artifact
At the beginning of your upkeep, you may put a fuse counter on Powder Keg.
T, Sacrifice Powder Keg: Destroy each artifact and creature with converted mana cost equal to the number of fuse counters on Powder Keg.

Pernicious Deed
1BG
Enchantment
X, Sacrifice Pernicious Deed: Destroy each artifact, creature, and enchantment with converted mana cost X or less.

LANDS:

Strip Mine

Land
T: Add one colorless mana to your mana pool.
T, Sacrifice Strip Mine: Destroy target land.

Wasteland

Land
T: Add one colorless mana to your mana pool.
T, Sacrifice Wasteland: Destroy target nonbasic land.

Dust Bowl

Land
T: Add one colorless mana to your mana pool.
3, T, Sacrifice a land: Destroy target nonbasic land.

Rishadan Port

Land
T: Add one colorless mana to your mana pool.
1, T: Tap target land.


ARTIFACTS:

Black Vise
1
Artifact
As Black Vise comes into play, choose an opponent.
At the beginning of the chosen player's upkeep step, Black Vise deals X damage to that player, where X is the number of cards greater than four in his or her hand.

FAST CREATURES:

Masticore:
Phyrexian Negator:
Erhnam Djinn:
Juzam Djinn:
Phyrexian Scuta:
Balduvian Hordes:
Argothian Wurm:
Call of the Herd:
Pump Knights

Cards LD hates:

Balance
Tithe
Misdirection
Land Tax
Birds of Paradise
Elves
Moxen
Deflection
Divert
Sacred Ground
Concecrate Land


By Redman, Relentless Leader of Scrubs (Redman) on Tuesday, December 04, 2001 - 11:27 am:

Nice job. I started a primer myself, just haven't had much time for Magic lately, e-mail me if you'd like my info, or if you'd like to collaborate.


By Ken P on Tuesday, December 04, 2001 - 02:26 pm:

I like the article. You might want to supplement it with information dealing with strategies on play: open with LD vs discard, when to hold onto the Pillage or Vindicate, how to play against LD, and sideboard support (Chill, Gloom, Defense Grid).

You could also round it out with an article that addresses LD in the form of silver bullet: Geddon, Balance, Wildfire, Obliterate, etc. Still a viable approach, though tough against control.

Please have a look at my BUW Disruption deck posted earlier this week. I'm curious what you think. It is an attempt to Power up black disruption and address the weaknesses of LD against artifact mana and enchantments.

Ken


By Ken P on Tuesday, December 04, 2001 - 03:16 pm:

I'd also like to point out the often overlooked problem with Strips and Wastelands:

You cannot build a mana base while blasting their lands with these cards.

They are still great cards of course, but awareness of this problem does affect game play.

Ken


By Zherbus (Zherbus) on Tuesday, December 04, 2001 - 03:20 pm:

Trick is to use them AS land kill spells, rather than mana, although they are lands and are listed mostly with other mana sources.


By Zherbus (Zherbus) on Tuesday, December 04, 2001 - 03:29 pm:

Redman, yeah Id love to see what you have. ;) Email it? Msg me on #bdchat? If anyone really has anything they want to talk to me about it, Im also commonly on AIM as 'fatherhell'.


By Ken P on Tuesday, December 04, 2001 - 03:50 pm:

Zherbus,

It is true that you certainly don't view them as mana sources. What I meant was that against anything but counterspell decks, you should run out your spell based LD before your Strips. I frequently see this misplayed.

Thanks for the deck review, by the way.

Ken


By Zherbus (Zherbus) on Wednesday, December 05, 2001 - 06:50 am:

Strips and wastes ( assuming non-basics ) are the GODS of LD.

1) Free.

2) Can be used as something other than killing a land. (Masticore, Powder keg, the 3 colorless in nethervoid, the 2 colorless in negator, etc etc)

3) Cannot be Duress'd or Countered.

4) Mad fast.


By Hyper Emotion Monster (Sylvester) on Wednesday, December 05, 2001 - 08:18 am:

Strip/waste are very good, but in an aggro deck.

Just like LD is only good with pressure, threats, strips wastes are no good if you only trade land drops. However, if they let you ahve one more turn to kill that opponent, they're some good.

Also, for G LD:Fallow earth/Plow?

They remove a(two) land drop, and they make the (two) next drawn card(s) a land too. That's a complete timewalk VS control!

Of course,t hey're not as effective with a prison-like philosophy(?), but when you are using LD as disruption, they,re pretty good too.


By Zherbus (Zherbus) on Wednesday, December 05, 2001 - 09:27 am:

Ah yes Fallow earth! haha, i used to run those back in the day, i thought they were like beefy stunted growths ;)

Wastes/Strips are good in control too :) Gotta deal with mishra's, opposing Library's, etc


By Hyper Emotion Monster (Sylvester) on Wednesday, December 05, 2001 - 12:07 pm:

Well, i know i'm gonna try FE before trying the "real" LD as additional in mono-g.

I'm trying to see if i can run like ~25 mana cards and reach 2G consistently by T4.


By Matt Caplan (Caplan) on Wednesday, December 05, 2001 - 08:31 pm:

In addition to Fallow Earth and Plow Under for green, Stunted Growth is a classy way to deprive your opponent of resources for a minimum of three turns.
Wall of Roots is also great green mana acceleration.


By Zherbus (Zherbus) on Sunday, December 09, 2001 - 04:21 pm:

I guess the next part to post is strategy, or basic game play guildlines.


By Piles, Red Welder of Artifacts (Piles) on Sunday, December 09, 2001 - 11:16 pm:

Hi all,

I think armageddon,epicenter and sphere of resistance belong in land destruction as well ?

so is ravenous baboon and avalanche riders.

good job so far.

lights out,
Alfie


By Grrrrrr on Sunday, December 09, 2001 - 11:17 pm:

Grrrrrrr!!!!!


By Zherbus (Zherbus) on Sunday, December 16, 2001 - 04:25 pm:

Instead of a new thread Ill just post on this one.

Thanks to everyone whos pointed out obvious over sights, and to Cid whos emailed me his contributions and little trip back in memory lane, to a time where 4 Strip mines were legal...

* * * New Revision * * *


Land Destruction Primer
Steve O’Connell, Dec 2001


A deck arch type since the beginning, land destruction has always been a deck players hate going up against. No matter if it was the original O’Brien deck pre or post vise restriction, or Erhnam R/G land kill, it’s always been something deck builders have kept in mind when making sideboard decisions. It was not always thought of as ‘disruption’ but it always has been.

Note that card advantage is considered the key to the game of magic. If one cannot cast his or her spells, they are useless, thereby giving you major card advantage (assuming you can cast yours). By destroying even just the first 1 or 2 lands in any given deck, you tend to disrupt its flow so much that it is nearly impossible to recover, assuming you can kill them as fast as intended.

In its earliest forms, land destruction has utilized tools such as the ever popular Black Vice, Nether Void, Dingus Egg and Various sub themes such as discard. The earliest O’Brien deck (see the Nether Void primer) combined the awesome stalling power of Nether Void and the punishing damage of black vise, while beating an opponent into the dirt with a stampede of Juzam's and pump knights.

While the O’Brien deck was certainly powerful and dominating, most frugal (read that as, “Owns no Juzam's, Moxen, Nether Voids, etc) players played a cheaper deck like speed Red/Green or Black/green splashing for ice storms and fast critters, mana birds, and spot enchantment/artifact removal.

Force of Will and Misdirection hadn’t been made yet, so a first turn sinkhole or strip mine could really mess a control player up. Imagine First turn - Swamp/Mox/Sinkhole. Second turn - Swamp/ritual/Juzam. Commence 4 turn clock, while keeping your opponent under 4 mana so a moat couldn’t stop the abuse.

With the coming of Ice age and the restriction of Black Vise, land kill became less prevalent as the popularity of Type II. That pretty much knocked sinkhole, ice storm, and some of the toys out of the scene.

With the explosion of Type II, necro decks, vise-age, Erhnam-geddon, and blue-white control ran around rampant. Like today, the type II players were adapting their decks to a T1 field.

“No hand, land, or Creatures”, STEVE O’CONNELL, 1996

Critters (6)
4 Order of the Ebon Hand
2 Knight of Stromgald

Discard (8)
4 Hymn to Tourach
4 Hypnotic Specters

Utility/Drawing power (4)
2 Necropotence
1 Zuran Orb
1 Demonic Tutor

Direct Damage/Removal (6)
4 Lightning Bolt
2 Drain Life

Land Kill (14)
4 Sinkhole
4 Icequake
2 Stone Rain
4 Strip Mine

Mana (22)
4 Dark Ritual
1 Mox Jet
1 Black Lotus
4 Badlands
4 Sulphorus Springs
8 Swamp

SideBoard:
3 Gloom
2 Incinerate
2 Knight of Stromgald
1 Drain Life
4 Juggernauts
2 Nevinyrral's Disk
1 Sengir Vampire

This deck worked real well in its time, with enough direct damage to hurt a necro player, enough disruption to throw a control player off balance, and enough punch to not care about Armageddon.

The reason I’m listing this deck is to show that the common idea of having enough land kill in your deck to take out every one of your opponent’s lands is a bad strategy.

Just disrupt them all to hell and the rest will fall into place.
Like the O’Brien Deck, I used hand kill as well to make up for the gap black vise left in land kill. It’s a notion that for the most part has stuck ever since.

Discard fit the deck’s theme perfectly as land destruction was meant for disruption. All you simply wanted to do is knock your opponent down long enough for your critters to knock him to zero life.

There were games, where you may have killed anywhere from zero to one lands the whole game, but a well placed Hymn to Tourach and a Hypnotic Specter ate away enough of your opponents hand, that he was down to top decking.

While this sort of deck had plenty of removal, if there was an enchantment that had to be dealt with, Nevinyrral's Disk was your only answer.

There was also another approach, beat their heads in, scorch and check pulses later. Red is the best color for this and is supplied with stone rain, and later on pillage. With green you had fast mana, such as Bird of Paradise, Tinder walls, and orcish lumberjacks. Not to mention a way to deal with pesky enchantments. “Erhnam n’ Burn um” was born, and in addition to its beat down variants it also had its land kill variants. This grew in popularity more as Alliances came out and pillage and hordes were available.

A typical version ran similar to this:

Erhnam n’Burn um LD (Type one remix)

Critters (19)
4 Erhnam Djinn
4 birds of paradise
4 Tinder Walls
4 Elvish Archers
3 Balduvian Hordes

Burn (9)
4 Lightning Bolts
2 Incinerates
1 Fireball
1 Stormbind
1 Black Vise

Land Kill (12)
4 Pillage
4 Stone Rain
4 Strip mines

Mana (20)
4 Taiga
4 Karpulsan Forest
6 Forest
2 Mountain
1 Black Lotus
1 Sol Ring
1 Mox Emerald
1 Mox Ruby

It’s Pretty straight forward. Scary to have a few giant critters charging at you when you’re stuck and one or two lands. That is unless you were a white player running swords and balance.

4 Color Burn’em LD, STEVE O’CONNELL, 1997

Creatures (12)
2 Erhnam Djinn
4 Kird Ape
3 Gorilla Shaman
3 Serendib Efreet

Burn (8)
4 Lightning Bolt
1 Stormbind
1 Fireball

Land Kill (6)
2 Stone Rain
4 Ice Storm

Utility (5)
1 Sylvan Library
1 Demonic Tutor
1 Ancestral Recall
1 Regrowth
1 Black Vise
1 Vampiric Tutor

Mana (29)
4 Wasteland
1 Strip Mine
1 Mox Emerald
1 Mox Ruby
1 Mox Jet
1 Mox Pearl
1 Mox Sapphire
1 Black Lotus
1 Sol Ring
4 Taiga
4 City of Brass
3 Tropical Island
1 Bayou
3 Volcanic Island
2 Badlands

This is a bit more modern of course, and when it was played it was more or less for fun. It is my opinion that the latter two deck are inferior to a black build, because their focus was so simple.

With the domination of Necropotence in all formats, sligh emerged. As the deck received better and more efficient cards, land destruction players played the deck less and less.

Land destruction was more or less used for additional disruption for decks who wanted to keep the lead they established in the early game.

I refer you to the Goblin burn and Sligh Primer for more, but for ease I’ll include a decklist. The idea was simple; kill lands, beat with weenies, burn creatures that slipped out of the land kill soft lock.

PONZA, MARO BLUME, 1999 GERMAN NATIONAL CHAMPION

Creatures (15)
4 Mogg Fanatic
4 Fireslinger
2 Ticking Gnomes
4 Avalanche Riders
1 Balduvian Horde

Burn and Damage (12)
4 Cursed Scroll
4 Shock
2 Hammer of Bogardan
2 Earthquake

Land destruction (8)
4 Stone Rain
4 Pillage

Land (25)
4 Wasteland
1 Maze of Shadows
1 Shivan Gorge
19 Mountains

Sideboard
4 Jackal Pup
1 Balduvian Horde
1 Lightning Dragon
4 Shattering Pulse
1 Earthquake
2 Ticking Gnomes
2 Fire Diamond

Also in extended came a deck that did well against the combo and survival decks of its day. It had plenty of removal, artifact control, enchantment kill, and creature removal in addition to its land kill. For a more in depth look, check out Rakso’s stompy primer, its all there.

LEGION LAND LOSS, ALAN COMER, TOP 8 IN TWO PRO TOUR QUALIFIERS, LATE 1997

Disruption (21)
4 Thermokarst
4 Winter's Grasp
4 Creeping Mold
1 Kudzu
4 Icy Manipulator
4 Stunted Growth

Damage (7)
3 Erhnam Djinn
4 Triskelion

Mana (32)
4 Llanowar Elves
4 Fyndhorn Elves
3 Wall of Roots
4 Mishra’s Factory
4 Wasteland
13 Forest

Sideboard
1 Tranquility
2 Tranquil Domain
4 Uktabi Orangutan
2 Natures Wrath
1 Tsunami
3 Barbed Folliage
1 Storm Seeker
1 Serrated Biskellion

In current Type one, land kill has a major place in the format. Even control decks run any where from 3-5 strip mine/wastelands main deck to disrupt a color dependant opponent, kill a mishra, or get rid of a Library of Alexandria.

Two decks, that are commonly known, that perform well in Type one as Azhrei’s land grant sligh and Matt D’Avanzo’s control (as opposed to the other variant of void, aggro) Nether Void.

RUBEFACERE, DARREN DI BATTISTA AKA AZHREI, 2001

Creatures (15)
4 Goblin Cadets
4 Jackal Pup
4 Kird Ape
4 Gorilla Shaman
3 Dwarven Miner

Burn and Damage (10)
4 Incinerate
4 Lightning Bolt
2 Cursed Scroll

Utility (9)
4 Pillage
1 Wheel of Fortune
1 Yawgmoth's Will
1 Demonic Tutor
1 Vampiric Tutor
1 Regrowth

Mana (22)
4 Land Grant
1 Mox Ruby
1 Strip Mine
4 Wasteland
3 Mountain
1 Bayou
4 Badlands
4 Taiga

Sideboard
3 Hull Breach
4 Mogg Fanatic
4 Null Rod
4 Red Elemental Blast

Azhrei’s deck touches lightly on the Ponza concept while keeping the fast pace and aggression of sligh alive. Notice the Gorilla Shamans are there to supplement the land kill buy eating Moxen, sol rings, and making opponents Zuran Orb useless. Rakso touches more on it in his Goblin Burn and Sligh Primer. Azhrei wrote a starcity article on this deck, you can find it @ http://www.starcitygames.com/php/news/expandnews.php?Article=1307. It’s a great deck that deals with most control pretty well. It’s damn fast, uses nice utility and card drawing, and has enough disruption to keep anyone off balance.

NULL AND VOID, MATT D'AVANZO December 2000

Mana denial and other disruption (19)
4 Sinkhole
3 Nether Void
4 Duress
4 Hymn to Tourach
4 Powder Keg

Creatures (7)
4 Hypnotic Specter
3 Phyrexian Negator

Others (4)
1 Demonic Tutor
1 Vampiric Tutor
1 Yawgmoth's Will
1 Necropotence

Mana (29)
4 Ritual
1 Jet
1 Lotus
14 Swamps
1 Strip Mine
4 Wasteland
4 Rishadan Port

Matt’s is more of a control version as compared to the also commonly player aggro-void. Null and Void is better suited to deal with the highly concentrated control Type one field. It uses, to a good degree of success, the theory of simply disrupting your opponent long enough for the creatures to finishing working. Null and Void uses Phyrexian Negator’s to make the game last as short as possible. Again, I suggest reading Matt’s primer for more insight.

Conclusion:

Land kill in Type one is a force, no matter which variant you play. In type one, you need disruption for combo and control, and speed to kill them before they get going. Land kill does this, and is effective just as long as your not hell bent on killing every land in the deck, and use it as disruption to keep your opponent on the ground while you kill him.

Appendix A: Spells (where I’ll list stuff like the actual land kill spells, power keg, masticore, shamans, Miners, Blood moon, etc)

RED: (See the Goblin burn and Sligh Primer)

Stone Rain
2R
Sorcery
Destroy target land.

Pillage
1RR
Sorcery
Destroy target artifact or land. It can't be regenerated.

Raze
R
Sorcery
As an additional cost to play Raze, sacrifice a land.
Destroy target land.

Avalanche Riders
3R
Creature - Nomad
2/2
Haste #(This creature may attack and T the turn it comes under your control.)#
Echo #(At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)#
When Avalanche Riders comes into play, destroy target land.

Orcish Settlers
1R
Creature - Orc
1/1
XXR, T, Sacrifice Orcish Settlers: Destroy X target lands.

Dwarven Miner
1R
Creature - Dwarf
1/2
2R, T: Destroy target nonbasic land.

Gorilla Shaman
R
Creature - Ape
1/1
XX1: Destroy target noncreature artifact with converted mana cost X.


Blood Moon
2R
Enchantment
Nonbasic lands are mountains.

Lava Blister
1R
Sorcery
Destroy target nonbasic land unless its controller has Lava Blister deal 6 damage to him or her.

GREEN: (See the Stompy Primer)

Thermokarst
1GG
Sorcery
Destroy target land. If it's a snow-covered land, you gain 1 life.

GG1, for basic land kill. Standard I suppose. GG in the Casting cost pretty much dictates mono green, or a strong green devotion in your mana base.


Winter's Grasp
1GG
Sorcery
Destroy target land.

See Thermokarst.

Ice Storm
2G
Sorcery
Destroy target land.

G2, for a basic land kill. Because of the extra colorless, its $20 higher price tag over thermokarst and Grasp lets this spell be splashed.

Creeping Mold
2GG
Sorcery
Destroy target artifact, enchantment, or land.

Slow, but an otherwise okay utility card especially since green can puke out green
Desert Twister: Using this spell in anything other than some funky draft is like making love to a fat chick, dont get caught.

Floral Spuzzem
3G
Creature - Spuzzem
2/2
Whenever Floral Spuzzem attacks and isn't blocked, you may destroy target artifact defending player controls. If you do, Floral Spuzzem deals no combat damage this turn.

You probably think I’m joking, don’t you? Back in 1996, a friend of mine ran a Nether void deck with Ernham’s and Spuzzams for anti mox tech.

BLACK: (See Nether Void Primer)

Sinkhole
BB
Sorcery
Destroy target land.

Ever notice they all have that line through the mana symbol? Mono Black, or black anything desiring any sort
of disruption should use these.

Icequake
1BB
Sorcery
Destroy target land. If that land is a snow-covered land, Icequake deals 1 damage to the land's controller.

BB1, for basic land kill. Standard I suppose. BB in the Casting cost pretty much dictates mono black, or
a strong black devotion in your mana base.


Rain of Tears
1BB
Sorcery
Destroy target land.

Yet another 3cc Land kill spell, see Icequake.

Nether Void
3B
Enchant World
Whenever a player plays a spell, counter it unless its controller pays 3.

Choking Sands
1BB
Sorcery
Destroy target nonswamp land. If that land is a nonbasic land, Choking Sands deals 2 damage to the land's controller.

See Icequake. Minor bonus, cant kill swamps though. (Remember that rules out, underground sea's, badlands,
scrublands, etc.)

Befoul
2BB
Sorcery
Destroy target land or nonblack creature. It can't be regenerated.

SLOW, see Creeping Mold.

Discard, nowadays, nicely accents Land kill decks. Not only are land kill and discard both disruptive, but discard can also function as a land kill. An early Hymn to Tourach can strip a land from the hand, functioning like sinkholes 5-8.

Hypnotic Specter
1BB
Creature - Specter
2/2
Flying
Whenever Hypnotic Specter deals damage to an opponent, that player discards a card at random from his or her hand.

Duress
B
Sorcery
Target opponent reveals his or her hand. Choose a noncreature, nonland card from it. That player discards that card.

Hymn to Tourach
BB
Sorcery
Target player discards two cards at random from his or her hand.

Mind Twist
XB
Sorcery
Target player discards X cards at random from his or her hand.

FAST MANA:

Without mentioning Sol ring, Moxen, and Black lotus…

Elvish Spirit Guide
2G
Creature - Spirit
2/2
Remove Elvish Spirit Guide from the game: Add G to your mana pool. Play this ability only if Elvish Spirit Guide is in your hand.

Orcish Lumberjack
R
Creature - Orc
1/1
T, Sacrifice a forest: Add three mana in any combination of red and/or green mana to your mana pool.

Dark Ritual
B
Instant
Add BBB to your mana pool.

Tinder Wall
G
Creature - Wall
0/3
#(Walls can't attack.)#
Sacrifice Tinder Wall: Add RR to your mana pool.
R, Sacrifice Tinder Wall: Tinder Wall deals 2 damage to target creature it's blocking.

Fyndhorn Elves
G
Creature - Elf
1/1
T: Add G to your mana pool.

Llanowar Elves
G
Creature - Elf
1/1
T: Add G to your mana pool.

Birds of Paradise
G
Creature - Bird
0/1
Flying
T: Add one mana of any color to your mana pool.


MASS REMOVAL:

Nevinyrral's Disk
4
Artifact
Nevinyrral's Disk comes into play tapped.
1, T: Destroy all artifacts, creatures, and enchantments.

Powder Keg
2
Artifact
At the beginning of your upkeep, you may put a fuse counter on Powder Keg.
T, Sacrifice Powder Keg: Destroy each artifact and creature with converted mana cost equal to the number of fuse counters on Powder Keg.

Pernicious Deed
1BG
Enchantment
X, Sacrifice Pernicious Deed: Destroy each artifact, creature, and enchantment with converted mana cost X or less.

LANDS:

Strip Mine

Land
T: Add one colorless mana to your mana pool.
T, Sacrifice Strip Mine: Destroy target land.

Wasteland

Land
T: Add one colorless mana to your mana pool.
T, Sacrifice Wasteland: Destroy target nonbasic land.

Dust Bowl

Land
T: Add one colorless mana to your mana pool.
3, T, Sacrifice a land: Destroy target nonbasic land.

Rishadan Port

Land
T: Add one colorless mana to your mana pool.
1, T: Tap target land.


ARTIFACTS:

Black Vise
1
Artifact
As Black Vise comes into play, choose an opponent.
At the beginning of the chosen player's upkeep step, Black Vise deals X damage to that player, where X is the number of cards greater than four in his or her hand.

FAST CREATURES:

Masticore:
Phyrexian Negator:
Erhnam Djinn:
Juzam Djinn:
Phyrexian Scuta:
Balduvian Hordes:
Argothian Wurm:
Call of the Herd:
Pump Knights
Kird Ape:
Blastoderm:
Jackal Pup:
Goblin Cadets:

Cards LD hates:

Balance
Tithe
Misdirection
Land Tax
Birds of Paradise
Elves
Moxen
Deflection
Divert
Sacred Ground
Concecrate Land


By Matt the Great (Matt) on Sunday, December 16, 2001 - 04:36 pm:

Consecrate Land is a mise.


By maxpowers on Sunday, December 16, 2001 - 07:35 pm:

Isn't listing every card ever considered for a land destruction deck a bit long winded?


By Zherbus (Zherbus) on Sunday, December 16, 2001 - 07:49 pm:

Its not actually part of the primer, its an appendix. Its for reference when one build a land kill deck. Usually they are included in primers for the readers ease of use. Obviously it doesnt have to be read.


By Matt the Great (Matt) on Monday, December 17, 2001 - 01:36 am:

You don't know long winded until you've read Rakso's white weenie appendix. He lists just about every white creature printed between Beta and Invasion.


By Zherbus (Zherbus) on Wednesday, December 19, 2001 - 01:42 pm:

I personally Like appendix's, but I also think they are better presented as a link to another document that contians the list.


By Wisconsin Slim on Wednesday, December 19, 2001 - 06:56 pm:

Zherbus,

My question to you is in discard: Why don't you use Despoil from Prophecy?

I know it has a 4cc, but it only requires 1 black and costs your opponent 2 life. Just wondering...

Wisconsin Slim


By dm on Thursday, December 20, 2001 - 01:37 pm:

Why bother with a "primer" that:

(a) doesn't present any coherent deck themes;

(b) doesn't include the legitimate uses of winter orb, armageddon and other, more successful forms of mana denial;

(c) doesn't have any applicability to modern magic?

The only commonality in these decks is that they use 1:1 land destruction spells; they don't use them for the same purpose, and they don't have anywhere near the same strategic impacts in the various decks.

Not to mention that the "original" land destruction decks aren't even included here:

4 sinkhole
4 ice storm
4 stone rain
1 demonic tutor
1 ancestral recall
1 timewalk
1 timtwister
1 wheel of fortune
1 fork
1 regrowth
4 lightning bolts
4 ernham djinns
4 juzamm djinns
4 dingus eggs

5 moxes
1 lotus
1 library of alexandria
4 strip mines
4 taiga
4 bayous
4 badlands
2 cities of brass

Or:

4 Stone Rain
4 Ice Storm
4 Ernham Djinn
4 Serindibs
4 Savannah Lions
4 Birds of Paradise
4 Swords to Plowshares
1 Balance
1 Wheel of Fortune
1 Ancestral Recall
1 Timewalk
1 Timetwister
2 Disenchants
2 Kismet

4 Strip Mines
4 Moxes
1 Lotus
4 Savannah
4 Cities of Brass
4 Taiga
4 Plateaus

I don't actually remeber the land configurations for these decks.

Not to mention that the most important mana denial decks in the history of magic have been:

ernham/maro geddon
turbo-stasis
'97 era senor stompy
wildfire

none of which are mentioned.


By Zherbus (Zherbus) on Thursday, December 20, 2001 - 05:08 pm:


Quote:

(a) doesn't present any coherent deck themes;




Elaborate, if its shitty just say so.


Quote:

(b) doesn't include the legitimate uses of winter orb, armageddon and other, more successful forms of mana denial;




I agree something should be mentioned, maybe an appendix briefly taking about other mana denial strategies. I dont feel they belong in the main primer, as they arent actual Land Kill.


Quote:

(c) doesn't have any applicability to modern magic?




Yeah noone plays Land grant sligh, black LD, or nethervoid now a days. What was I thinking?

Other than your somewhat abrasive post, I do appreciate the suggestions. People have actually been mailing me various additions they feel need to be mentioned. They have been most helpful, this is a lot bigger project than I had anticipated, but I think it will be a valuable addition to the primers we have.


By DM on Sunday, December 23, 2001 - 06:50 pm:

The decks presented above are all solid decks (or at least were in their times). The problem, though, seems to be a lack of continuity from one deck to the other. The three startegies listed above seem to be:

Delay/tempo advantage while serving with a disruptive/fat creature (hypnotic specter - also note that Comer used to play legion land loss with ophidians - I'll search for reports on the dojo). Negator and jackal pup etc.

Resource advantage for a control deck. Think of the Deck, above, and even the use of dust bowl in the Rock decks in extended. Rather than buying time in an attempt to transform a short-term threat to a long term threat, the deck is using 1:1 removal to increase the effectiveness of long term threats.

Lock. Prison, et al. decks, LLL (in some manifestations), and certain tradewind rider variants, have all been playable decks whose whole purpose is really mana denial. Stasis may also be included here, though not necessarily.

When the primer talks about land destruction, it is not really addressing the underlying strategies of mana denial decks, hence my criticisms above.

Further, if you are going to talk about the strategies employed by the decks, why not talk about the other cards that are also as (if not more) efficient at furthering those strategies (geddon/orb, etc.).

The primer is a good collection of older decks, and demonstrates the wide variety of strategies in which land destruction can be used. It just doesn't discuss those strategies in depth enough, in my opinion.


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