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Thread: [Deck] 43 Lands

  1. #121
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    Re: [DTW] 43 Lands

    Quote Originally Posted by Nihil View Post
    Ruination is seven mana.
    Where'd you get that? Looks like four to me:
    http://ww2.wizards.com/gatherer/Card....aspx?&id=5213

  2. #122
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    Re: [DTW] 43 Lands

    Oops, sorry, I confused it with Devastation.

    Yep, Ruination looks painful. Do Survival decks really pack it in your area?
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  3. #123
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    Re: [DTW] 43 Lands

    yea, they do ,and i don't play red so pyroclasm doesnt rlly help. Neither will i ever play red.

  4. #124
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    Re: [DTW] 43 Lands

    Uh, and why not? What does any other color give you that is better then gamble and burning wish?!?

    Kronicler
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  5. #125
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    Re: [DTW] 43 Lands

    Quote Originally Posted by Kronicler View Post
    Uh, and why not? What does any other color give you that is better then gamble and burning wish?!?

    Kronicler
    Blue gives Academy Ruins, which lets you play md Zuran Orb and fun SB cards like Ensnaring Bridge, Pithing Needle, and Tormod's Crypt.
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  6. #126

    Re: [DTW] 43 Lands

    Newest list from Sascha Thomsen, inventor of 43Lands.dec

    // Lands
    4 [TE] Wasteland
    2 [ON] Tranquil Thicket
    4 [MM] Rishadan Port
    4 [4E] Mishra's Factory
    4 [UL] Treetop Village
    4 [DK] Maze of Ith
    2 [JU] Nantuko Monastery
    1 [LG] The Tabernacle at Pendrell Vale
    1 [OD] Barbarian Ring
    1 [ON] Forgotten Cave
    4 [ON] Wooded Foothills
    3 [FUT] Keldon Megaliths
    2 [U] Savannah
    4 [A] Taiga
    1 [RAV] Forest (1)

    // Spells
    3 [RAV] Life from the Loam
    4 [EX] Manabond
    4 [US] Exploration
    3 [US] Gamble
    3 [JU] Burning Wish
    2 [TSP] Ancient Grudge

    // Sideboard
    SB: 1 [RAV] Life from the Loam
    SB: 2 [OV] Zuran Orb
    SB: 4 [MR] Chalice of the Void
    SB: 1 [PS] Hull Breach
    SB: 1 [5E] Armageddon
    SB: 1 [IA] Pyroclasm
    SB: 1 [FUT] Molten Disaster
    SB: 1 [CH] Tormod's Crypt
    SB: 1 [TO] Devastating Dreams
    SB: 1 [GP] Shattering Spree
    SB: 1 Obliterate

    According to him Keldon Megatliths are good because they kill confidents, produce the much needed red mana, build up pressure when the board is stalled and when you have Manabond out you're auto-hellbent.

    Have fun with the list...

  7. #127
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    Re: [DTW] 43 Lands

    @ Cait_Sith: That definately doesn't seem at nearly the same power level as Burning Wish + Gamble.

    @ New List: Eh, I'm really not that impressed by this list. The first thing that caught my eye was only 3 cycling lands. That seems really poor. The second thing was the ancient grudges. Those definately do not seem like MD material unless your metagame is full of MD Pithing Needles. The last thing was the Keldon Megaliths. These actually aren't a terrible idea, but I'm not convinced. While they are substantial against gobos and fish, they are utterly worthless against thresh. I'll have to test them before I can really give an opinion though.

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  8. #128
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    Re: [DTW] 43 Lands

    I don't agree with the assessment that Keldon Megaliths is dead against Threshold. Keldon Megaliths is a kill condition against Threshold. If needed, you can simply commit the remainder of your resources, Mazes and Treetops and Factories and Whatever Else, to defending against Threshold's assault, while you Megalith them in the face.

    Also, I may be fairly new to this deck, but is there a reason there isn't a single Rude Awakening as a Burning Wish target?

    Quote Originally Posted by majikal View Post
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  9. #129
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    Re: [DTW] 43 Lands

    If you have room in the wishboard I guess it's not a horrible idea, but it seems like just having better answers there would be better.
    EPIC Syndicate

    Quote Originally Posted by nitewolf9 View Post
    I personally like spell snare against 2 cc spells, but it really isn't good against spells that aren't 2 cc. With engineered explosives, it is a good card to have against non-land permanents with converted mana cost equal to what you set the explosives to, but it doesn't hit those that have differing cc. Plus, engineered explosives has sunburst.
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    Quote Originally Posted by Mister Agent View Post
    For some odd reason, I find shackles to be superb against creature oriented decks. Of course, the logic behind it is the sooner you can play and activate shackles the better. Although, shackles definitely has it's late game uses as well. It basically counts as a threat and a removal spell simultaneously which is relevant against "not quite shroud" creatures. Also, you should really be running a playset of engineered plagues against merfolks. They can dismantle tribal decks so run more of them.
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    Re: [DTW] 43 Lands

    Quote Originally Posted by bigbear102 View Post
    If you have room in the wishboard I guess it's not a horrible idea, but it seems like just having better answers there would be better.
    Sometimes the best answer is metaphorically hitting your opponent in the face with a sledgehammer.

    Also, how important is white in the deck now? I'm seeing it used for Monestary, Armageddon in the board, and like, nothing else. At all. I'm contemplating assembling this deck now that I have money, and I'm curious to know what White offers you that straight Green-Red can't.

    Quote Originally Posted by majikal View Post
    Damn it, Taco, that exactly sums up my opinion on the matter. I need to buy you a beer for that post.

  11. #131
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    Re: [DTW] 43 Lands

    i play it just for monastery. monastery is a HOUSE. i can't think of a replacement unless you are going to start playing creatures.

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    Re: [DTW] 43 Lands

    Alright, so, I'm still working diligently on my 43 Land list and goldfishing and playing a few test games, and I had the following observations.

    1. Far, far, far too many lists don't have enough ways to reliably cast a turn one Manabond/Exploration/Gamble.

    2. Rishadan Port sucked. Every time I got it I wanted it to produce red, produce green, be a threat, be a defender, or be something other than what it was.

    So I propose the following questions.

    1. In a build without white, how many of your lands need to be able to tap for Green on turn one? For Red? Is Stomping Ground playable?

    2. I have noted a massive lack of card choice writeups. Why are we running Rishadan Port again? Can it be cut or reduced to 2-ish? Why or why not?

    EDIT: (For Reference, my maindeck consists of 4 Manabond, 4 Exploration, 4 Gamble, 4 Burning Wish, 3 Loam, and 41 Lands.)

    Quote Originally Posted by majikal View Post
    Damn it, Taco, that exactly sums up my opinion on the matter. I need to buy you a beer for that post.

  13. #133

    Re: [DTW] 43 Lands

    Hey i'm thinking of picking this deck up soon and wanted to know why it doesnt run Crop Rotation. Also, what is the point of Armageddon? Why no Vesuva for the extra man-land/wasteland/maze of ith? Is Mulch okay in here? And finally, white looks like it's only in here for the 2-3 coppies of Nantuko Monastary, and Armageddon.
    Thanks.
    -T.B.M.P.

  14. #134
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    Re: [DTW] 43 Lands

    I cut white last week and haven't looked back. Gaining an additional land that deals direct damage, going up to 4 Treetop Village, and being able to play basic lands helps this deck more than the 3 Monestaries ever did.
    I do run Burning Wish, though, meaning I rely on red more.

    Haven't tried testing Vesuva, on first glance it looks to be slow (CIP tapped), but being able to have another manland / Rishaden Port / Maze of Ith would be nice. Not sure what to cut for it, though.
    -T

  15. #135
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    Re: [DTW] 43 Lands

    Quote Originally Posted by thebadmagicplayer View Post
    Hey i'm thinking of picking this deck up soon and wanted to know why it doesnt run Crop Rotation.
    Gamble can usually do the job just as well, and grabs LftL (or whatever you need) as well.

    Also, what is the point of Armageddon?
    Control decks who can't recover (as fast) as you. I prefer Devastating Dreams, though.

    Why no Vesuva for the extra man-land/wasteland/maze of ith?
    It's certainly a consideration, but the list is already very tight and I don't think Vesuva deserves the spot, since a CIPT Wasteland is pretty mediocre.

    Is Mulch okay in here?
    It's good; IMO it's not good enough, but some people swear by it.


    And finally, white looks like it's only in here for the 2-3 coppies of Nantuko Monastary, and Armageddon.
    Monastery is an absolute beast - there are good Landstill builds that splash green just for that. Anyway, white also helps to play EE@3 and to run sideboard Orim's Chants.
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  16. #136
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    Re: [DTW] 43 Lands

    I agree with Nihil on this, Monastery is a house. It lets you go aggro and win the game quickly, where as Barb. Ring and Factory are a bit slow in that department. Going to time in the round is bad for control decks, and Monastery helps there a lot.

    I also agree that Port is not needed as much. I would think that 2 is enough. Getting colored mana is important. I don't know if Stomping Ground is the way to go, but possibly Horizon Canopy, as it lets you draw/dredge. It is usually better than cycling lands, as you can drop it into play turn 1 to get ur engine going, and then use it as a draw. I would look into playing 1-2 of them.
    EPIC Syndicate

    Quote Originally Posted by nitewolf9 View Post
    I personally like spell snare against 2 cc spells, but it really isn't good against spells that aren't 2 cc. With engineered explosives, it is a good card to have against non-land permanents with converted mana cost equal to what you set the explosives to, but it doesn't hit those that have differing cc. Plus, engineered explosives has sunburst.
    -My hero

    Quote Originally Posted by Mister Agent View Post
    For some odd reason, I find shackles to be superb against creature oriented decks. Of course, the logic behind it is the sooner you can play and activate shackles the better. Although, shackles definitely has it's late game uses as well. It basically counts as a threat and a removal spell simultaneously which is relevant against "not quite shroud" creatures. Also, you should really be running a playset of engineered plagues against merfolks. They can dismantle tribal decks so run more of them.
    -I don't think this one was a joke...

  17. #137
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    Re: [DTW] 43 Lands

    i have found that the more ports the merrier, i wish i could run 8 of them, and i crop rotation for them frequently.

  18. #138
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    Re: [DTW] 43 Lands

    I agree, I win so many games by being able to lock the opponent's basic lands that I would never cut Port below 4.
    -T

  19. #139
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    Re: [DTW] 43 Lands

    Alright, this is my version of Lands!.dec:

    // Deck file for Magic Workstation (http://www.magicworkstation.com)

    // Lands
    4 [ON] Tranquil Thicket
    2 [OD] Barbarian Ring
    1 [AQ] Mishra's Factory (2)
    1 [AQ] Mishra's Factory (1)
    1 [AQ] Mishra's Factory (3)
    1 [AQ] Mishra's Factory (4)
    1 [JU] Riftstone Portal
    4 [TE] Wasteland
    2 [LG] The Tabernacle at Pendrell Vale
    4 [DK] Maze of Ith
    4 [B] Taiga
    4 [UL] Treetop Village
    3 [JU] Nantuko Monastery
    4 [R] Savannah
    4 [ON] Windswept Heath
    2 [ON] Wooded Foothills

    // Spells
    3 [RAV] Life from the Loam
    4 [EX] Manabond
    4 [US] Exploration
    3 [US] Gamble
    3 [JU] Burning Wish
    1 [OD] Recoup

    // Sideboard
    SB: 1 [RAV] Life from the Loam
    SB: 2 [JU] Ray of Revelation
    SB: 2 [TSP] Ancient Grudge
    SB: 4 [MR] Chalice of the Void
    SB: 1 [SH] Mulch
    SB: 1 [TO] Nostalgic Dreams
    SB: 4 [TSP] Pull from Eternity

    As you can see, I included a few new tricks with Burning Wish/Recoup. Recoup can also be used as Flashback for Gamble to search for a special land (i.e. Maze or Tabernacle). I don't know if cutting Ports was the right decision but too often they weren't useful. Recently I'd play Ports if had space in there -.-

  20. #140

    Re: [DTW] 43 Lands

    Perhaps I can offer some insight. I'm probably not going to anwer things in order, so you have to read everything to find your specific answer... :P

    1. Turn 1 Manabond or Exploration is good. However, it is not necessary. Consequently, it is fine to play a Trnaquil Thicket, then cast the Enchantment on turn 2. The deck is fast enough at disrupting, that one turn will not hurt. Furthermore, against Thresh on the play, you should be playing your Enchantments on turn 2 anyway (to avoid Daze).

    2. Regarding Rishadan Port: Port normally functions as Wastelands 5-8. At times, they are very underwhelming. However, they can be very handy against Threshold decks running Stifle. Combined with Tabernacle, Rishadan Port effectively shuts off Stifle. Rishadan Ports are probably one of the least powerful lands in the deck, but they are a necessary part of the mana denial.

    3. Burning Wish: I cannot stress this enough. Burning Wish is not good. It costs two mana. It costs you a turn of doing nothing, and it doesn't get anything that should be relevant. Gamble does the job, and 3 Gamble is enough. Mulch is a better card in almost every respect. This deck wants to dig as much as possible. Mulch helps you do that. That being said, Mulch is the weakest spell in the deck. I've been contemplating whether to drop it down to 2 for quite some time now.

    4. Recoup: Win more. Being fancy might be fun, but Recoup certainly does not help you win games you wouldn't be winning anyway. If you have LftL going, who cares that you can flashback sorceries in your yard? Really...

    5. Tabernacle: Great card, and thanks to Gamble, you only have to run one. I've considered a second in the board, but goblins is already an awesome matchup.

    6. Mana wise, 4 fetchlands, 4 Taiga, 3 Savannah and 4 Tranquil Thicket seem to be enough. You can't really gum the deck up with lands that just produce mana...You only need one source to get the ball rolling. Sometimes you'll lose to a well timed Wasteland, but that is just how the ball rolls.

    Regarding Sacha's list: Megaliths are very interesting, though I refuse to believe that they are better than Rings...I hate Burning Wish, and probably always will. The only reason I ended up playing Gamble is because of the importance of getting LftL, and the awesome Utility of being able to get a land. Ancient Gurdges MD seem to be a hefty meta call. I'm leave em on the bench. Lastly, I think he's short at least on or two on cycle lands.

    Just my two cents...

    - Ryan Trepanier

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