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Richter Scale
A Lands Mater deck with a Snake Commander, giving the "Scale" a double meaning.
This deck's goal is to kill opponents with lands turned into creatures, or creatures the lands create (field of the dead).
I've avoided cards where a land entering gives advantage (except card draw), because that advantage wouldn't be coming from the land itself.
My rule zero conversation is something like.
If played this way the deck is challenging and fun to pilot, It's super scary for opponents because the number of lands on the battlefield gets crazy.
Glacial Chasm is a go to mid game because I don't have a board presence that can stop incoming damage and mid game I often become the focus of the table. Once lands can be played from the grave (pretty standard), letting Glacial Chasm die and replaying it costs two land plays per turn but costs no life. If a player is holding an instant kill spell specifically for when you drop your shields, use Vesuva or Thespian stage to duplicate the effect before letting the original go.
Zuran Orb, is good for turning your extra land drops into life.
Card draw on land etb is the one thing you must have. Their are three ways to do this in the deck and with out it you will run out of lands to play. Effectively stopping progress.
Their is a proliferate land, so if you have Nissa, Vital Force in hand with a way to tutor land, maybe go get Karn's Bastion. So you can play and ult her same turn.
There are some lands it's almost not worth playing because they have a channel effect, flip side, or tutor effect, etc, which is worth holding onto for problem solving.
I need a way to get those back into hand but because the deck is already so powerful I may not fix that problem.
Their are two downsides to this deck:
The turns can take too long. You have to really try to be quick and in some ways maybe even make sub optimal plays. Even with speed this deck takes long turns.
To solve this I did a few things
First once mid game hits and I'm playing 5 lands per turn, I will play lands with out considering optimal pathing. I identify key lands I don't want to play because they have a specific effect (like on the flip side) I want to keep in hand. I decide specifically the wincon I'm aimed at and stop considering other play paths even if they are more optimal.
Second I bought color paint markers and marked the upper left corner of the inner sleeves for lands I tutor for a lot. A green dot for forests, blue for island, yellow for removal etc. The marks are along the edge so when I fan the deck in my hand when tutoring I can QUICKLY find what I'm looking for. After letting the paint dry for a min I put on the outer sleeve and the marks are protected while not showing from the back side. (so not cheating)
This reduces my tutor time significantly. From the time I pick up the deck to when I have the card I wanted and have started shuffling is about 3 seconds.
This trick has revolutionized tutoring in all my decks.
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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