Type: Deck Idea
Format (invalid) staStandard
Approx. Value:
$386.46

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Avg. CMC 0
Card Color Breakdown
Card Type Breakdown

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Main Deck - 46 cards, 46 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Land (46)
1 Arid Mesa
$23.47 Land
1 Azorius Chancery
$0.13 Land
1 Bloodstained Mire
$10.64 Land
1 Boros Garrison
$0.16 Land
1 Calciform Pools
$0.16 Land
1 Canyon Slough
$0.42 Land - Swamp Mountain
1 Dimir Aqueduct
$0.17 Land
1 Dreadship Reef
$0.23 Land
1 Fetid Pools
$0.59 Land - Island Swamp
1 Flooded Strand
$10.35 Land
1 Fungal Reaches
$0.24 Land
1 Golgari Rot Farm
$0.34 Land
1 Gruul Turf
$0.18 Land
1 Indatha Triome
$15.54 Land - Plains Swamp Forest
1 Irrigated Farmland
$0.18 Land - Plains Island
1 Izzet Boilerworks
$0.17 Land
1 Ketria Triome
$13.82 Land - Forest Island Mountain
1 Mage-Ring Network
$0.15 Land
1 Marsh Flats
$19.16 Land
1 Misty Rainforest
$21.80 Land
1 Molten Slagheap
$0.11 Land
1 Orzhov Basilica
$0.16 Land
1 Polluted Delta
$13.78 Land
1 Rakdos Carnarium
$0.48 Land
1 Raugrin Triome
$12.94 Land - Island Mountain Plains
1 Saltcrusted Steppe
$0.14 Land
1 Savai Triome
$15.56 Land - Mountain Plains Swamp
1 Scalding Tarn
$21.77 Land
1 Scattered Groves
$0.27 Land - Forest Plains
1 Selesnya Sanctuary
$0.17 Land
1 Sheltered Thicket
$0.34 Land - Mountain Forest
1 Simic Growth Chamber
$0.19 Land
1 Temple of Abandon
$0.19 Land
1 Temple of Deceit
$0.18 Land
1 Temple of Enlightenment
$0.13 Land
1 Temple of Epiphany
$0.17 Land
1 Temple of Malady
$0.23 Land
1 Temple of Malice
$0.31 Land
1 Temple of Mystery
$0.12 Land
1 Temple of Plenty
$0.14 Land
1 Temple of Silence
$0.18 Land
1 Temple of Triumph
$0.19 Land
1 Verdant Catacombs
$20.00 Land
1 Windswept Heath
$7.60 Land
1 Wooded Foothills
$11.33 Land
1 Zagoth Triome
$17.41 Land - Swamp Forest Island
Sideboard - 37 cards, 37 distinct

Notes
 
My initial thoughts on the land as mirrored in the main page is that it should be trivial to fix mana, and that card advantage and selection should be available to all colors. 10 cycling duals and 10 scry lands offer some selection and easy fixing, although etb tapped, which I think is fine for trying to "time" important turns, or seizing windows where our opponents play taplands. The 10 cycling duals also open up the option of fetchlands, which then push fixing all the way. The bounce lands offer duals and CA, and can be abused with untap effects. Ensuring landrops is great for the stack environment. The original Karoo lands are welcome additions to this principle, and help gain more value out of our scry and cycle lands. The storage counter lands allow for fixing, use of untapped lands, and ramp over time to all colors, which is exactly what I wanted. This mix of lands enables the baseline CA mana advantage that I was hoping for available to all decks. Further, I have the option to add utility lands to have pseudo "instants" to use with untapped mana, which thickens the plot.
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