Type: Deck Idea
Format (legal 👍) legLegacy
Approx. Value:
$90.61

0 Likes 0 Comments
Avg. CMC 2.76
Card Color Breakdown
Card Type Breakdown

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Main Deck - 62 cards, 20 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (14)
4 Balduvian Horde
$0.01 Creature - Human Barbarian
1 Elvish Ranger
$0.68 Creature - Elf Ranger
4 Fyndhorn Elves
$0.68 Creature - Elf Druid
1 Johtull Wurm
$0.25 Creature - Wurm
2 Rogue Skycaptain
$0.56 Creature - Human Rogue Mercenary
2 Yavimaya Ants
$0.25 Creature - Insect
Instant (3)
3 Incinerate
$0.07 Instant
Sorcery (16)
1 Essence Filter
$0.10 Sorcery
2 Forgotten Lore
$0.21 Sorcery
1 Lava Burst
$0.18 Sorcery
4 Pillage
$0.08 Sorcery
4 Stone Rain
$0.12 Sorcery
4 Thermokarst
$4.58 Sorcery
Artifact (3)
1 Icy Manipulator
$0.06 Artifact
1 Phyrexian Portal
$1.04 Artifact
1 Zuran Orb
$11.97 Artifact
Enchantment (2)
2 Stormbind
$0.15 Enchantment
Land (24)
10 Forest
$0.08 Basic Land - Forest
4 Karplusan Forest
$3.10 Land
10 Mountain
$0.11 Basic Land - Mountain
Sideboard - 15 cards, 7 distinct
Name  Edition $ Type Cost
Rarity Color
Instant (5)
2 Burnout
$0.89 Instant
3 Pyroblast
$5.79 Instant
Sorcery (7)
4 Anarchy
$0.61 Sorcery
1 Essence Filter
$0.10 Sorcery
2 Jokulhaups
$6.06 Sorcery
Enchantment (3)
1 Monsoon
$0.31 Enchantment
2 Nature's Wrath
$1.74 Enchantment

Notes
 
Source: Inquest #17 (Sept 1996), pp.24-25; author: Rich Lipman

"The first ingredient in our landkill deck is - come on, you can guess it - yep, landkill!  Stone Rains, Thermokarsts and Pillages.  Pillages will serve double duty by providing some artifactkill as well.

To back up our landkill, we'll use a couple of Forgotten Lores.  The great thing about Forgotten Lore is its versatility.  Early in the game when we don't have mana, what's likely to be in our graveyard?  Yep, some used landkill spells.  It's always a hoot to let your opponent decide which one you can have back.  'Hey, Pal - you want your Swamp there to be Pillaged, 'Karsted or Rained?'  Later in the game when you have some green mana available, you can hold off till they pick exactly what you need.

Of course, Incinerates are a *must* for any red deck to provide some creature and / or opponent elimination.  Another staple card for red / green is the insanely versatile Stormbind.  Since this deck doesn't require a ton of land to work, you can hold back a few to pitch at your opponent (or their creatures) late in the game.  Other musts are a Zuran Orb, an Essence Filter for enchantments (and because I'm paranoid) and, of course, a Lava Burst in case you want to blast away something large and annoying.

Next, we need a way to speed up the deck in order to make sure that by the time you start killing their land, they're not summoning Seraphs or Minions of Leshracs.  The three best mana producers available are Sol Grails, Jeweled Amulets and Fyndhorn Elves.  Since we have better things to do at three mana than cast a Sol Grail (like maybe landkill!) we'll toss that one out.  If we use Amulets, we have to recharge them and use counters - too annoying.  If we use Elves, we can't cast Pyroclasms which is a really cool spell, but we *can* use the Elves to whack our opponent (which is a good thing).  You can't whack your opponent with Jeweled Amulets, so Elves it is!

Now's the fun part of the deck - putting in insane creatures.  Alliances just bestowed on red some really big, nasty creatures.  Four Balduvian Hordes seem to fit in just about any deck, 'cause they're big and cheap.  A couple of Rogue Skycaptains also seems to fit the deck.  In theory, you should have lots more mana than your opponent,  so you should be able to keep the Skycaptain happy for a heck of a lot longer than he can.  A Yavimaya Ant or two plus a Johtull Wurm and an Elvish Ranger should be enough to make sure you don't get totally stuffed by a COP: Red.

We've got two card slots left, so what should we include?  The first is an Icy Manipulator in case our victim does manage to get something out.  This can also be used on their land (during upkeep) so they can't use it to cast sorceries or summons.  For the last card, how about something that lets us draw cards?  That means it must be either and Elkin Bottle or a Phyrexian Portal.

The Portal is a very nice Alliances card but you can't use it every turn since it'll thin out your deck too much.  Most times you will be gaining a very good card with it at the cost of putting five cards out of play (unles your opponent gets funky and starts making uneven piles).  However, it should net you three to five pretty fine cards before you have to stop using it, and that should be plenty to help you kill your opponent.

For the Sideboard, we'll put in some cool color hosers and take out and Elf or two, and maybe a Skycaptain or Ant.  Three pyroblasts, two Burnouts and a Monsoon should hurt a blue player.  Four Anarchies should keep white in its place.  Lastly, if things get out of hand, we have two Jokulhaups and one more Essence Filter.

To play this deck, remember to use the Stone Rains and Thermokarsts first because the Pillages serve double duty.  Also, if you have a choice early on of landkill or a creature, you almost always want to landkill to keep your opponent's creatures from getting out of hand.

Hurrah! Landkill is back!  Now if they only didn't make that stupid Lodestone Bauble..."
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