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Land Destruction the 75% Way

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Kismet
Like with most things that some random person (me, in this case ) just sort of blurts out one day, it’s best to not make things in this series too “rigid” because we need a little flexibility to account for new concepts. I always assumed a new concept would be something that arose from new cards — a new keyword ability or new card like Panharmonicon that made me reevaluate a facet of this deck-building ethos. It didn’t ever occur to me that I would have to change things to incorporate, well, something else that didn’t occur to me. I didn’t think I had missed any huge cards or concepts, and while I technically didn’t miss anything, I fundamentally underestimated a class of cards and I have become a convert. Having some cards played against me has made me rethink how I feel about Land Destruction in a 75% context. How did I come to this conclusion? Call it Kismet.

Or rather Frozen Aether. I’m not really sure how I missed it considering the things I have said in defense of Manglehorn as a viable card in Commander (I have taken a lot of flak from people who think it’s super unreasonable to play it in a universe where Reclamation Sage exists. K.) because Manglehorn makes a lot of mana rocks a lot worse, especially early-to-midgame. I personally think making my opponents’ artifacts come into play tapped forever is significantly different enough for me to suggest Manglehorn in my set review. I would argue the flexibility to kill an enchantment isn’t better at all. Have you ever made someone’s stuff come into play tapped? They do not. Like. That.

Frozen Aether kept me from getting the table for lethal by sacrificing Prossh, Skyraider of Kher to Goblin Bombardment, replaying him and swinging out with a Xengaos, God of Revels boost and the next turn it kept another player from going off with Kiki-Jiki, Mirror Breaker and Zealous Conscripts. I always knew cards like this were and option and that decks played them but I’ve never seen a Frozen Aether shut down a whole table like that. Maybe I’m naive but I’ve played a lot of games of Commander and I don’t often see cards do that much work and still end up overlooked. Not only that, thinking about how cards like that fit into the 75% framework made me think there is a happy medium between “Leave their mana alone” and “Play Armageddon with Avacyn, Angel of Hope in play” which is a good thing. Let’s look at one of the eight simple rules of 75% Commander that I think is misunderstood a bit and which I think applies here.

“It’s better to punish everyone equally for doing something than it is to prevent them from doing something.”

Grand Arbiter Augustin IV
That isn’t to say don’t counter spells or blow up lands, really what it means is that it’s better to punish people for doing things than prevent them from doing anything. In general, let things happen and deal with them but that doesn’t mean you let them do everything. There’s a pretty big gap between “Don’t let them do everything” and “Don’t let them do anything” and we haven’t explored that gap much. I think cards like Kismet and Imposing Sovereign camp out here, nicely. We’re not playing Iona, Shield of Emeria naming Blue against Talrand, Sky Summoner and we’re not using No Mercy as our only form of removal. We’re not playing Armageddon or Vorinclex, Voice of Hunger but we are making their lives difficult and that’s how we get an advantage. Just like doubling the amount of mana just our lands produce and not doubling the amount of mana their lands produce gives us an advantage, having our stuff come into play as normal and their stuff come into play tapped gives us an advantage.

Every color but Black (Unless I’m missing something and this whole article is about something I missed so I am sure I have) seems to have at least a few cards that do this. Root Maze and Manglehorn, War's Toll and Tectonic Instability, Kismet and Imposing Sovereign, Frozen Aether and Blue’s raft of cards that keep their lands from untapping. We don’t even have to keep their lands from untapping to get an advantage, though, and I’d argue that Frozen Aether plus Rising Waters is not the most 75% plan ever devised. What if we’re just focusing on making their stuff come into play tapped but letting them untap as normal. How else do we keep buying ourselves time to make our plans work? Simple. We tax them into the poorhouse. I know I have avoided doing a GA5 deck until now, but with our new devotion to making their lives miserable with a raft of minor inconveniences, we should take another look at him. What would a deck look like if we decided to ruin their plans by making their stuff come into play tapped and charged them extra mana for everything? When they do manage to summon something, you know we’re going to swipe it.


Overburden
I think this looks like fun for us and maybe less fun for them. I think that’s the point, though, isn’t it? We are playing as many effects as we can to burden their mana without keeping them from untapping and I’m super happy with how it turned out. I want to highlight a few synergies.

Overburden is fantastic in this deck. If they have a creature come into play, they have to bounce a land, and that land will come back into play tapped meaning they lose the land for a while. When they do untap it, they’ll likely need to pay for something or bounce it again. We’re not preventing them from doing anything at all, but we’re preventing them from doing as much as they want to do, as often, and that’s how you win. We’re not Vorinclex, but we’re not far off once we get rolling.

Pendrell Mists is another card I wasn’t super aware of before I delved into this build but which I think is great. Keeping creatures around can get expensive and potentially rob them of mana they need to swing at you through a pile of Propaganda clones. Their creatures will be limited, and that makes our Control Magic spells even better. Aetherspouts and Cyclonic Rift can help mop up any creatures that got under your wall of permission and when they’re back in their hand, they’re going to be in there a while.

All in all this looks like a fun deck and while GA5 is not the first name you think of when you think 75%, ultimately we’re built around doing something specific and it’s going to punish durdly creature decks and combo decks alike. Buying us turns to disrupt their strategy is important and if we find we’re not getting there quite quickly enough, we can always change up our removal suite.

Did I step in it? Any inclusions you think are unwarranted? Did I cut something obvious you think I should jam? Are there any cards like Kismet I might not be aware of and you have stories about running them or losing to them? Leave in the comments section. Thanks so much for reading, and let me know what you think about Frozen Aether as a 75% alternative to Armageddon and Winter Orb. Until next time!


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