Hrmm, 5 lands in my opening hand.. I keep. Why? Because I’m
playing 43 Lands, that’s why! Yes, you read that correctly – a deck named after
its (very high) land count. One of the game’s defining features has always been
its mana system. Lands are easily the most common source of mana, and finding
the right balance can mean the difference between too many and not enough. One
of the best things about 43 Lands is that you don’t really have to worry about
that. Allow me to explain..
The irony about 43 Lands is that among its most important
cards are the spells. Exploration and Manabond are both non-land cards that help
create tempo and that you want to play on turn 1. Exploration is very
self-explanatory, but I want to talk about Manabond a bit because I know it is
seen as less important in Legacy. The
reason I play 4 Manabond is because of its synergy with Nantuko Monastery –
a card that isn’t really seen in Legacy
Lands decks. Putting other Manabonds/Explorations in the graveyard is
therefore a good thing, which is why I kept 4 in the deck.
Mulch is another one of the deck’s all-star spells that isn’t
really used in Legacy. The reason for
this is Life from the Loam, which is great at creating card advantage but is
weak to graveyard hate. Mulch simply draws four cards from your library and
lets you keep all of the non-lands. In a 43 Lands deck, this usually means draw
3 or 4 cards for 1G. Mulch is amazing, and I wish there were more. The best
alternative for Mulch #5 that I found was Clear the Land. This card can bite
you in the ass, but I thought as a 1-of it could go in. For 2G, Clear the Land
has both players reveal the top five cards of their library and put all lands
into play tapped. The rest are exiled (which is very important vs
graveyard-based shenanigan decks). The main thing about this card is that it’s
a Sorcery, so it CAN boost the tempo of your opponent. You’re almost assuredly
going to win in the card advantage department, but be sure to play around
opposing Brainstorms.
Ok, now on to the deck’s namesake – the lands! The deck is all about creating a sort of
landlock on the opponent and then winning with manlands. I put in 12 win
conditions, but you might want to take some out for other cards. Crop Rotation
becomes your new best friend, as it allows you to tutor for whatever utility
land you require (including win cons). Crop also works very nicely with Riftstone
Portal, as it gives lands such as Tabernacle and Maze of Ith some mana
generation when you need it. Petrified Field is another underrated card, as it
works very nicely with 1-ofs and Wastelands/Rishadan Ports.
This deck is VERY customizable. Normally, I prefer leaving
the options open for you guys to explore, but I went through so many
iterations/ideas while brewing that I want to mention a couple. Originally the
deck had 1 Pendelhaven and 1 Kjeldoran Outpost. Outpost can be a really good
card, but Tabernacle is so strong and can really help you lock an opponent out
in combination with Wastelands and Rishadan Ports. If you want a budget deck..
don’t play Lands. BUT, if you want to play Lands anyway and don’t own a
Tabernacle then Outpost is a great win con for the deck. Without the Outpost I
removed the Pendelhaven and added more Riftstone Portals for Crop targets and
to smooth out the mana base. I had also considered Intuition with Gaea’s
Blessing, Sphere of Resistance, Deserted Temple and many others. Seriously, the
deck has so many options – both spells and lands. Happy brewing!
43 Lands
Land:
1 Forest
4 Savannah
4 Mishra’s Factory
4 Wasteland
4 Treetop Village
4 Rishadan Port
4 Nantuko Monastery
1 The Tabernacle at Pendrell Vale
4 Maze of Ith
4 Windswept Heath
4 Petrified Field
1 Karakas
3 Riftstone Portal
1 Dust Bowl
Total: 43
Spells:
4 Exploration
4 Manabond
4 Crop Rotation
4 Mulch
1 Clear the Land
Total: 17
Sideboard:
1 Glacial Chasm
4 Tormod’s Crypt
4 Naturalize
3 Powder Keg
3 Powder Keg
2 Ensnaring Bridge
1 Zuran Orb
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