Matoril
03-14-2011, 08:33 PM
Hi MTGTHESOURCE Communtiy,
I had an idea of a deck using Destructive Flow (http://deckbox.org/mtg/Destructive%20Flow),
to combat the loads of non-basic lands in Legacy. The deck uses efficient non-land manafixer, along with a
suite of black disruption and efficient green beaters.
Now the list i am currently testing:
17 Lands:
1 Mountain (http://deckbox.org/mtg/Mountain)
2 Forest (http://deckbox.org/mtg/Forest)
2 Swamp (http://deckbox.org/mtg/Swamp)
1 Bayou (http://deckbox.org/mtg/Bayou)
1 Taiga (http://deckbox.org/mtg/Taiga)
4 Verdant Catacombs (http://deckbox.org/mtg/Verdant%20Catacombs)
4 Wooded Foothills (http://deckbox.org/mtg/Wooded%20Foothills)
2 Bloodstained Mire (http://deckbox.org/mtg/Bloodstained%20Mire)
10 Mana Fixers:
2 Elves of Deep Shadow (http://deckbox.org/mtg/Elves%20of%20Deep%20Shadow)
4 Birds of Paradise (http://deckbox.org/mtg/Birds%20of%20Paradise)
4 Chrome Mox (http://deckbox.org/mtg/Chrome%20Mox)
12 Creatures/Beaters:
4 Dark Confidant (http://deckbox.org/mtg/Dark%20Confidant)
4 Tarmogoyf (http://deckbox.org/mtg/Tarmogoyf)
4 Terravore (http://deckbox.org/mtg/Terravore)
16 Disruption Spells:
4 Destructive Flow (http://deckbox.org/mtg/Destructive%20Flow)
4 Thoughtseize (http://deckbox.org/mtg/Thoughtseize)
4 Sinkhole (http://deckbox.org/mtg/Sinkhole)
4 Hymn to Tourach (http://deckbox.org/mtg/Hymn%20to%20Tourach)
5 Removal Spells:
3 Maelstrom Pulse (http://deckbox.org/mtg/Maelstrom%20Pulse)
2 Terminate (http://deckbox.org/mtg/Terminate)
Card Choices:
Lands:
Basic Lands:
1 Mountain (http://deckbox.org/mtg/Mountain)
2 Forest (http://deckbox.org/mtg/Forest)
2 Swamp (http://deckbox.org/mtg/Swamp)
Many basic lands, gives us the possibility too work with a Destructive Flow (http://deckbox.org/mtg/Destructive%20Flow) on the table.
Non-basic Lands:
1 Bayou (http://deckbox.org/mtg/Bayou)
1 Taiga (http://deckbox.org/mtg/Taiga)
They are necessary. Not every hand includes a Destructive Flow (http://deckbox.org/mtg/Destructive%20Flow), makes MANY hands keepable, due too the ability too fetch with one of our 10 Fetchlands, and negate a colour screw.
Fetch Lands:
4 Verdant Catacombs (http://deckbox.org/mtg/Verdant%20Catacombs)
4 Wooded Foothills (http://deckbox.org/mtg/Wooded%20Foothills)
2 Bloodstained Mire (http://deckbox.org/mtg/Bloodstained%20Mire)
Pump our Terravores (http://deckbox.org/mtg/Terravore), can fetch Basics, or Duals when necessary.
Mana Fixers:
2 Elves of Deep Shadow (http://deckbox.org/mtg/Elves%20of%20Deep%20Shadow)
4 Birds of Paradise (http://deckbox.org/mtg/Birds%20of%20Paradise)
4 Chrome Mox (http://deckbox.org/mtg/Chrome%20Mox)
Make u one turn faster, and negates mana/colour screws, gives us the possibility to play a 3 coloured deck with only 2 duals, and 17 lands at all.
Creatures/Beaters:
4 Dark Confidant (http://deckbox.org/mtg/Dark%20Confidant):
Gives us much needed CA, and is also a small beatstick.
4 Tarmogoyf (http://deckbox.org/mtg/Tarmogoyf):
You are green, play it.
4 Terravore (http://deckbox.org/mtg/Terravore)
Gets HUGE in this deck.
Disruption Spells:
4 Destructive Flow (http://deckbox.org/mtg/Destructive%20Flow)
The namesake of the deck. Have the power to SMASH decks with a weak manabase(3 Colour Thresh, Jacestill).
Hand disruption:
4 Thoughtseize (http://deckbox.org/mtg/Thoughtseize)
4 Hymn to Tourach (http://deckbox.org/mtg/Hymn%20to%20Tourach)
Fighting things before they hit play, make control/combo matches easier.
Sinkhole (http://deckbox.org/mtg/Sinkhole)
Can hit basics, with a Destructive Flow (http://deckbox.org/mtg/Destructive%20Flow) in the Game, can colourscew mana decks even without Destructive Flow (http://deckbox.org/mtg/Destructive%20Flow), also it pumps our Terravore (http://deckbox.org/mtg/Terravore).
Reomval Spells:
3 Maelstrom Pulse (http://deckbox.org/mtg/Maelstrom%20Pulse)
Answeres nearly everything that can cause troubles.
2 Terminate (http://deckbox.org/mtg/Terminate)
Kills nearly every Creature that is played.
Conclusion:
The deck is built too fight aggro/control, control, and can disrupt combo decks very well, but not every game that is enough, its weakness is the aggro matchup(real fast aggro) but that can get fixed with: Lightning Bolts (http://deckbox.org/mtg/Lightning%20Bolt) and
Grim Lavamancers (http://deckbox.org/mtg/Grim%20Lavamancer), what weakens other matchups, but with many aggro decks in your meta, it is the right call i think.
Problems i had with this deck is getting colour screwed, against decks with Wasteland/Stifle and other LD effects, but many times i had enough colour fixers too work without many lands.
A realy huge Problem is that the deck plays only 8 "real beatsticks", losing one or two too removal can be a pretty punch in the face, because the deck don't have any card draw, except the Bobs. I suggest you too disrupt them first and then play a giant beatstick, when it is likely that they dont have a removal spell(that they can afford).
So, do you think this is Competative? This question is more about the idea, than that list.
Greetings, Matoril
PS: I am sorry for any errors, but English is not my mother language.
I had an idea of a deck using Destructive Flow (http://deckbox.org/mtg/Destructive%20Flow),
to combat the loads of non-basic lands in Legacy. The deck uses efficient non-land manafixer, along with a
suite of black disruption and efficient green beaters.
Now the list i am currently testing:
17 Lands:
1 Mountain (http://deckbox.org/mtg/Mountain)
2 Forest (http://deckbox.org/mtg/Forest)
2 Swamp (http://deckbox.org/mtg/Swamp)
1 Bayou (http://deckbox.org/mtg/Bayou)
1 Taiga (http://deckbox.org/mtg/Taiga)
4 Verdant Catacombs (http://deckbox.org/mtg/Verdant%20Catacombs)
4 Wooded Foothills (http://deckbox.org/mtg/Wooded%20Foothills)
2 Bloodstained Mire (http://deckbox.org/mtg/Bloodstained%20Mire)
10 Mana Fixers:
2 Elves of Deep Shadow (http://deckbox.org/mtg/Elves%20of%20Deep%20Shadow)
4 Birds of Paradise (http://deckbox.org/mtg/Birds%20of%20Paradise)
4 Chrome Mox (http://deckbox.org/mtg/Chrome%20Mox)
12 Creatures/Beaters:
4 Dark Confidant (http://deckbox.org/mtg/Dark%20Confidant)
4 Tarmogoyf (http://deckbox.org/mtg/Tarmogoyf)
4 Terravore (http://deckbox.org/mtg/Terravore)
16 Disruption Spells:
4 Destructive Flow (http://deckbox.org/mtg/Destructive%20Flow)
4 Thoughtseize (http://deckbox.org/mtg/Thoughtseize)
4 Sinkhole (http://deckbox.org/mtg/Sinkhole)
4 Hymn to Tourach (http://deckbox.org/mtg/Hymn%20to%20Tourach)
5 Removal Spells:
3 Maelstrom Pulse (http://deckbox.org/mtg/Maelstrom%20Pulse)
2 Terminate (http://deckbox.org/mtg/Terminate)
Card Choices:
Lands:
Basic Lands:
1 Mountain (http://deckbox.org/mtg/Mountain)
2 Forest (http://deckbox.org/mtg/Forest)
2 Swamp (http://deckbox.org/mtg/Swamp)
Many basic lands, gives us the possibility too work with a Destructive Flow (http://deckbox.org/mtg/Destructive%20Flow) on the table.
Non-basic Lands:
1 Bayou (http://deckbox.org/mtg/Bayou)
1 Taiga (http://deckbox.org/mtg/Taiga)
They are necessary. Not every hand includes a Destructive Flow (http://deckbox.org/mtg/Destructive%20Flow), makes MANY hands keepable, due too the ability too fetch with one of our 10 Fetchlands, and negate a colour screw.
Fetch Lands:
4 Verdant Catacombs (http://deckbox.org/mtg/Verdant%20Catacombs)
4 Wooded Foothills (http://deckbox.org/mtg/Wooded%20Foothills)
2 Bloodstained Mire (http://deckbox.org/mtg/Bloodstained%20Mire)
Pump our Terravores (http://deckbox.org/mtg/Terravore), can fetch Basics, or Duals when necessary.
Mana Fixers:
2 Elves of Deep Shadow (http://deckbox.org/mtg/Elves%20of%20Deep%20Shadow)
4 Birds of Paradise (http://deckbox.org/mtg/Birds%20of%20Paradise)
4 Chrome Mox (http://deckbox.org/mtg/Chrome%20Mox)
Make u one turn faster, and negates mana/colour screws, gives us the possibility to play a 3 coloured deck with only 2 duals, and 17 lands at all.
Creatures/Beaters:
4 Dark Confidant (http://deckbox.org/mtg/Dark%20Confidant):
Gives us much needed CA, and is also a small beatstick.
4 Tarmogoyf (http://deckbox.org/mtg/Tarmogoyf):
You are green, play it.
4 Terravore (http://deckbox.org/mtg/Terravore)
Gets HUGE in this deck.
Disruption Spells:
4 Destructive Flow (http://deckbox.org/mtg/Destructive%20Flow)
The namesake of the deck. Have the power to SMASH decks with a weak manabase(3 Colour Thresh, Jacestill).
Hand disruption:
4 Thoughtseize (http://deckbox.org/mtg/Thoughtseize)
4 Hymn to Tourach (http://deckbox.org/mtg/Hymn%20to%20Tourach)
Fighting things before they hit play, make control/combo matches easier.
Sinkhole (http://deckbox.org/mtg/Sinkhole)
Can hit basics, with a Destructive Flow (http://deckbox.org/mtg/Destructive%20Flow) in the Game, can colourscew mana decks even without Destructive Flow (http://deckbox.org/mtg/Destructive%20Flow), also it pumps our Terravore (http://deckbox.org/mtg/Terravore).
Reomval Spells:
3 Maelstrom Pulse (http://deckbox.org/mtg/Maelstrom%20Pulse)
Answeres nearly everything that can cause troubles.
2 Terminate (http://deckbox.org/mtg/Terminate)
Kills nearly every Creature that is played.
Conclusion:
The deck is built too fight aggro/control, control, and can disrupt combo decks very well, but not every game that is enough, its weakness is the aggro matchup(real fast aggro) but that can get fixed with: Lightning Bolts (http://deckbox.org/mtg/Lightning%20Bolt) and
Grim Lavamancers (http://deckbox.org/mtg/Grim%20Lavamancer), what weakens other matchups, but with many aggro decks in your meta, it is the right call i think.
Problems i had with this deck is getting colour screwed, against decks with Wasteland/Stifle and other LD effects, but many times i had enough colour fixers too work without many lands.
A realy huge Problem is that the deck plays only 8 "real beatsticks", losing one or two too removal can be a pretty punch in the face, because the deck don't have any card draw, except the Bobs. I suggest you too disrupt them first and then play a giant beatstick, when it is likely that they dont have a removal spell(that they can afford).
So, do you think this is Competative? This question is more about the idea, than that list.
Greetings, Matoril
PS: I am sorry for any errors, but English is not my mother language.