![]() The various utility lands it pitches to the graveyard such as Wasteland, The Tabernacle at the Pendrell Vale, or Rishadan Port, allow for a slow but inexorable stranglehold against many decks before closing the game out via one of several cards such as Dark Depths – Thespian’s Stage, lands that become creatures, aptly called Man-lands, or the newly arrived Field of the Dead. ![]() Red Prison for example often sacrifices card quality (Chrome Mox, Simian Spirit Guide) to play a “bomb,” while Lands uniquely cycles through its deck via Life from the Loam (aka Landcestral Recall), its principal engine. In terms of its prison elements, while similar strategies (Red Prison, Eldrazi Stompy, etc.) mainly employ a lockpiece (Blood Moon, Chalice of the Void) to disable large swathes of opposing decks, Lands instead opts for a similar strategy but employs different means and methods. The deck is capable of winning as early as turn two while at the same time able to play a long game with its several card advantage engines. It employs powerful one mana tutors like Crop Rotation and Gamble to find the land necessary to answer any potential problem or find the engine, Life from the Loam, while seeking to abuse additional land drops/mana acceleration via Exploration, Manabond and Mox Diamond to obtain an advantage over opponents. Lands is a unique toolbox prison-control based deck centered in green that seeks to eek out incremental value out of its, you guessed it, lands, and ultimately run down opponents on resources while presenting inevitability.
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