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Browse > Home / Strategy / Articles / Destroy all Lands, Every Turn | Brewer's Kitchen

Destroy all Lands, Every Turn | Brewer's Kitchen

Well, hello there! Brewer’s Kitchen here and today we are going to assemble a boardstate so brutal that I almost didn’t make this video out of pity for my opponents. But then again… the video is here and we’re going to Destroy all Lands, Every Turn.

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The Gameplan

The gameplan of this deck is kinda complicated and honestly more evil then strong. While it sounds insane to destroy all lands every turn, in practice we have to make sure to survive until this point and to clear the board of other threats. But we’ll get to that later, first let’s see how we’re going to Armageddon every turn.

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Fall of the Thran is the only card with the infamous line of text “Destroy all Lands” that has been printed in recent times. While Wizards had been careful about removing counters from enchantments to make it hard to abuse Sagas, we do have a way to do it.
Soul Diviner is specifically worded in a way to prevent removing counters from enchantments.
It taps to remove a counter from an “artifact, creature, land, or planeswalker you control” to draw a card. Good thing, Liquimetal Coating can turn the Saga into an artifact to remove the lore counter.
If we assemble these three cards, we can reset Fall of the Thran every turn and even draw an additional card for it.

But what about our own lands? Sure, we can lock our opponents out of casting spells, but locking ourselves out of playing Magic in the process sounds a little counterproductive.
Besides mana rocks like Coldsteel Heart, Replicating Ring and Mind Stone we have one crucial advantage over our opponent: Most of our lands are indestructible.

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Now let’s be honest here, destroying all of our opponent’s lands is funny, but it’s not enough to beat them if they have a board presence. A full playset of Wrath of God and March of Otherworldly Light help us stabilize the board before we pull off our nefarious gameplan.

Since this whole combo is very clunky and fragile, we need to have uses for all the individual pieces.

First, let’s talk about how we are going to break the symmetry of Fall of the Thran besides having indestructible lands. While the first chapter will Armageddon all lands, the following two chapters will return lands from the graveyard, negating all our efforts. This can be helpful for us since we likely have some lands get get blown up by the first chapter, but a Bojuka Bog or Soul-Guide Lantern will exile our opponents graveyard before the second chapter, leaving them with nothing.

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Soul Diviner is quite the niche card but even without Liquimetal Coating we have some permanents with counters to remove for value. Removing counters from Mazemind Tome turns it into a continuous flow of card advantage. Removing counters from Replicating Ring will stop it from replicating but at the upside of drawing an additional card every turn.

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While reliant on Liquimetal Coating, we do play one-offs of other Sagas to grind out value since repeatedly blowing up all lands is not necessary in most games. The Eldest Reborn, The Cruelty of Gix, and Elspeth Conquers Death all have powerful first and second chapters that can be devastating once they trigger ever turn.

While we’re not trilled to do this, we can also use the Divider to remove counters from our planeswalker: Karn, the Great Creator. It’s the card that ties it all together.

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Not only can it tutor up Liquimetal Coating and Tormod's Crypt from our sideboard to enable our Armageddon plan. It also synergizes insanely well with the Coating itself. If we turn a land into an artifact and use Karn’s +1 ability, it will turn into a 0/0 creature and immediately die.

And while we’re blowing up lands with Liquimetal Coating, March of Otherworldly Light for X=0 will also function as a Stone Rain.

Now we only need to win the game. Technically, the sideboard has various artifacts to tutor and close out the game. But realistically, once you blow up the lands after stabilizing the board, every opponent will just capitulate by conceding sooner or later.

Wrap up

While this deck’s gameplan is hilarious and at points powerful, some decks are really hard to control enough to pull off the lock. Often, you’ll just dig for one board wipe after another and try to grind out value with Karn or resetting other Sagas. The deck is by no means competitively viable, so don’t spent wild cards on it in hopes of going Mythic. The games where it works and your opponent doesn’t scoop right away are a lot of “fun” though.

If you have questions or ideas for this or any other deck, you can reach me on Twitter @Brewers_Kitchen or at

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