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93/94 4-Color Tax Edge (WRgb)

by wheelinshirt

4 color 93 94 format land tax lands edge old school pain engine
Format: Vintage
Latest Set: Core Set 2019
Last Modified On: 10/15/2018
Market Median Low
$17,488.29 $35,754.34 $21,165.98
Market Median Low




Average CMC: 1.8


This is a 93/94 deck that uses Land Tax to fill your hand with lands which are discarded to Land's Edge to deal damage to an opponent. It is creatureless to provide some card advantage when the opponent has creature removal, like swords to plowshares, in hand. This deck runs 4 colors and uses one restricted card from each (Balance, Wheel of Fortune, Regrowth, Demonic Tutor and Chaos Orb). Beside the restricted cards, Green and Black are used sparingly (3x Sylvan Library and 1x The Abyss). There is a 5-color version of this, but it is much harder on the budget. Basically, you take out three cards (-1 Land's Edge, -1 Fellwar Stone, -1 Mountain) and put in Timetwister and some blue mana sources (+1 Timetwister, +1 Black Lotus, +1 Island). The main thrust of the deck is a white source to play land tax and, eventually, two red sources to play Land's Edge. While achieving this, you use disruption (disenchant, lightning bolt, swords, Wrath of God, Moat and The Abyss) to slow your opponent and Ivory Tower to draw out the game. If you can keep your hand filled using land tax, see a bunch of extra cards using Sylvan Library, remove as much artifact mana and threats as you can, you should be able to chuck 10 or so lands at an opponent's dome to win the game. For a starting hand, you are looking for any white mana source (of which there are 14 not including the Fellwar Stones) and one copy of Land Tax. Anything else is just gravy. It's possible to not have either and still have a keepable hand (e.g. with Library of Alexandria, or if you have some good acceleration, an enchantment or two and balance) but you really need to be activating Land Tax or you will not win. The sideboarding strategy here is to provide a bunch of splashable answers. I've listed 15 options, but the actual build would be 5-10 of those in 1-4 copies. Four REBs is a must, followed by two City in a Bottle and 2 Dust to Dust. After that it would be up to the meta. Serra Angel (or Ball Lightning) can help provide a more well-rounded approach if you think your opponent has boarded out their creature removal. Beyond the 15 I've listed, CoP Red and CoP Black make sense for handling burn, Underworld Dreams and Juzan Djinn. Note that Desert Twister here is a stand-in for chaos orb, which is not legal in vintage so I can't include it in the list.

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