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Richter Scale (8 out of 10) When played with the self imposed restrictions its a (7 out of 10)

This is intended to be more than a lands mater deck. I want the lands, or effects they are responsible for, to be what wins the game.
With the exception of card draw, I've avoided cards where a land entering gives advantage.


My rule zero conversation is something like.

  1. I will never attack with creatures I play (unless goaded).
    I treat creatures I play like enchantments that can block, If I didn't block with them, I would almost be dead by mid game, every game.

  2. I will not destroy more than one land per player per turn using the strip mine loop that I often have access to. (I've never even done one land per turn to a player)
    I only say this so it's established and other players can dismiss this concern when they see strip mine.

  3. If I break these self imposed restrictions, I forfeit the game.

  4. This deck will look real scary because of the number of lands on the field, But try not to panic. My ten lands is like most decks five lands as far a danger level.

  5. This deck takes long turns but I will really try to be quick. I've recognize that its better to be fast then perfect sometimes.


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 often becomes necessary 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 the Glacial Chasm shield is down, use Vesuva or Thespian stage to duplicate the effect before letting the original go.

The Wincon Enablers are super important for combining with the different Wincon categories. Proper play of these can turn a wincon that may take many turns to have an effect to something that takes out players or wins the game on the next turn. The extra turns Wincon for example can get infinite extra turns without skipping a turn to get it started. I think there could be a way to do it same turn with strip mine destroying a already used wincon enabler land and replaying it to us again but I haven't thought it out yet. It would need a pretty specific setup. The Uber tutors allow you to go get all the pieces of one wincon.

Card draw on land etb is the one thing you must have. A table that knows your deck will eventually know to take out your commander asap and repeatedly.
There are three ways to draw on land etb, in the deck. Late game if you've gotten past the repeated removal another problem can be you will draw yourself out. I will sometimes keep a removal for my must draw on etb effects. The may draw are best.

The Nissa, Vital Force planswalker can be ultimated the turn she is played with Karn's Bastion on the field. I may put her back in.


Their are two downsides to this deck:

  1. Its scary for opponents because you're doing some thing they haven't seen. Their threat assesment will be off. They will think you're a problem turn 3-4 because of the number of lands you have, and this will only get worse. You will often be focused before you should be.
  2. 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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This deck appears to be legal in EDH / Commander.

Tour: Your life: Opponent's life: Poison counters:
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