Ah I see. You probably know but is the reason that it would be too strong? I know about the significance of lands but isn’t that the reason why 1/3 of your deck are land cards? To compensate for various spells, effects, etc. I thought the same way about cards that destroy all your creatures but those don’t seem too bad since most of them have a considerable cost or asking price.
There’s is cards like wasteland too(that is basically free land removal).
Typically the main draw to these types of cards is to take your opponent off of a color, making it harder(or impossible)for them to cast their spells. The dominant decks are multicolor and playing lands that tap for colorless sticks you into playing monocolor. Land destruction/prevention is typically an antimeta choice.
Another piece to this type of strategy is to not need land yourself and playing cheap(mana cost) or free creatures. It takes advantage of the fact that other decks have to play more expensive cards than you to win and therefore you make sure they stay behind.
Typically you’d see this style of card in a deck like this that allows you to prevent your opponent’s plays while getting a free board state.
As you’d assume, this strategy loses to decks that don’t need land to win but there aren’t many decks that exist to fit that criteria. Still, you have to stuff bricky hate cards in your 60 in order to not be caught off guard.
This strategy is too strong for grindy ‘land, go’ mid-range metas, which is common in standard. That’s why Wizards typically don’t print these types of cards, especially now.
You seem to have a slight misunderstanding, so let me give you a tip. Your lands are separate from your mana. You can tap lands to make mana, and they remain tapped until they are untapped somehow (usually by your next turn’s untap step). Your mana sits unused until the current turn’s next phase. If you make mana in your first main phase, and don’t use up all of it by the time you move to attack, it just goes away. 99% of the time you only tap lands to make mana when you’re ready to use that mana, so the distinction doesn’t matter too much. Sometimes though you have lands that make lots of mana in one go. So maybe you tap Gaea’s Cradle and make 10 mana at once. If you only use six of that mana by the next phase, the remaining four mana just goes disappears.
WotC used to print lots of cards that destroyed lands, but they don’t do that so much anymore. Basically they lead to games where one player can’t cast anything and it’s no fun. Land destruction cards are common in formats that use cards from all throughout MtG’s history and it’s not unusual at all for games to end on turn one or two because one player had his land destroyed and was unable to cast anything until he died.
In other news, I went undefeated in my first FNM in a long while. Played a deck with zero new cards, LOL.
Deck worked great. Several games were won without attacking. The only change I can think of based on the experience would be to swap one Distended Mindbender for a Hissing Quagmire.
yep, there are a couple of different versions. The most common one (and I believe top tier) is a combination of eldrazi and death and taxes. You run creatures that disrupt your opponent and then big ass eldrazis that disrupt and beat down.
Eldrazi are definitely still around. Bant Eldrazi gets played still but the really popular versions right now are Eldrazi Taxes and EldraziTron which is a colourless deck that runs Tron lands, Eldrazi temples and Chalice of the Void.
So I’m going to bite the bullet and buy a Magic set so that I can participate at my local’s weekend events. Of course, I want the best chance of winning but what pack would you recommend I start with? Reminder that I have zero cards and want a place to begin where I can also have a competitive deck to work with. I took a peek at some of these Eldrazi decks and they are well over 500 dollars for a deck. I don’t have it like that but what would you guys recommend?