A Love Letter to Land Destruction
- Michael Gunn
- Jul 1
- 6 min read
The groans are audible through the screen. Every single time, always the
same frown and head shake of disapproval: ‘Who in their right mind is defending
land destruction?’, ‘Why would you do that?’, ‘Do you just hate fun?’. Mass land
destruction is easily the most hated archetype in Magic: the Gathering, across the
board. From homebrew Commander games to official WOTC bracket guidelines,
land destruction is seen as taboo. Commander, and the whole game is worse off for
it.
Land destruction deserves a comeback.
With Universes Beyond introducing huge new audiences to this amazing TCG,
there are more and more brand new players daily. Individuals that have never even
seen a trading card game played in real life are now picking up preconstructed
Commander decks just to use their favorite character in a format outside of a
screen. And that’s amazing! Everyone’s journey to Magic: the Gathering is
different, but it all leads to more diverse games with a more active player base.
For these amazing leaps in popularity to continue though, all the diverse play styles
need to be encouraged, not discouraged.
Someone that is brand-new to playing the game will be stunned and amazed
when they inevitably stumble onto a Tymna & Thrasios deck when it is a pretty
well–known staple to most. Learning about creature subtypes will always lead to a
discovery about all of the infinite shenanigans Krenko, Mob Boss can do or even the
imposing force that Slivers can hold over a Commander pod. What happens when
someone who is new to the game learns about Armageddon or Jokulhaups? It
almost looks too good to be true upon reading ‘destroy all lands’ on a card for the
first time. The only real negative that land destruction has is the negative
connotation that the community as a whole gives it.
For a while, the self-policing of Commander and MtG as a whole was a good
thing for the community. Intentionally inflammatory deck types were regulated,
overpowered/overused cards were banned, and fun, interesting games with a
variety of win conditions provided a comfortable playground for long-form games
outside of the gritty seriousness of Modern and Standard. As sad as it is to say,
those days are long past. In an attempt to bring back that sense of comfortability
to Commander, WOTC created the bracket system. A direct, 1-5 grading system to
provide players the ability to play decks of the relatively same power level.
Encouraging more fair, casual play while still creating a sanctioned space for the
ever-popular cEDH at the same time.

Now, back to the new players. How overpowered does land destruction look
when it is the only game mechanic that is explicitly defined by the bracket system?
It’s easy to understand, even new to the game, that an extra turn can be
game–breaking, sure. But in the world of indestructible Urza’s Sagas and
enchantment lands, how can land destruction be so universally decried? Lands are
getting stronger and stronger every release, up to Final Fantasy introducing
adventure lands: lands that can alternatively be used as spells. As lands continue to
evolve and shape into new, exciting forms, it is only fair that the attitude behind
removing these sometimes game-deciding threats evolve and change as well.
A well-timed Fall of the Thran should be applauded!
Infinite combos are everywhere in Magic. Simple combos that can create
infinite life, infinite creatures, infinite artifacts, or even infinite lands are present
on a large scale in every tier of the bracket system. There are even
pre-constructed decks with infinite combos now! How do you stop that as a new
player playing against those infinite combos? Targeted removal for a piece of a
combo requires knowledge of an entire deck or at least popular cards within an
archetype to effectively cancel it out. Even then, it takes knowledge of specific
card types within set combos in order to choose whether or not artifact,
enchantement, or creature removal is needed. A simple fix would be to pack a
Commander deck with every type of removal just in case, but this leads to a whole
slew of dead cards when just the right specific type of removal is needed.
Another fix for dealing with infinite combos, without the dead cards in the
deck, without the needed card knowledge, without competing infinite combos: land
destruction. A Cyclonic Rift can’t be flickered a million bajillion times if a player
doesn’t have the mana base for it. There won’t be 40 quadrillion goblin tokens on
the field if the Krenko player was short one mountain. Land destruction is a simple,
catch-all form of control that is extremely effective for new and old players alike.
It can alleviate a player’s biggest headache without taking up 5+ card slots in the
deck to do it.
The discouragement a new player must feel when they discover that they
cannot remove their biggest threat is heartbreaking. Any widespread artifact
removal can devastate an artifact deck’s mana base, and that is allowed without the
bat of an eye. Destroying a turn 1 Sol Ring is whittling a mana base down by
two-thirds at that point, but perfectly acceptable. Flickering a Teferi’s Protection
and Farewell every turn, also perfectly fine. But have mercy on the individual that
is destroying a single island to protect themselves from a Stormtide Leviathan.
When a player can defeat an entire Commander pod
within the first five turns, why shouldn’t someone be
allowed to slow that individual down for the good of the
entire game?
Sure, land destruction may slow a game down a bit. What could’ve been a 15
minute game could now jump up to an hour. The pros outweigh the cons, though.
Seeing a new player win a game against seasoned veterans is an amazing underdog
story that should be celebrated! The joy of playing a new deck for the first time
against an old rival and watching it work to bring home the win is one of the best
feelings you could hope for in Magic. Removing that all from the game just because
of one specific type of removal is working to discourage diverse play styles from
Commander altogether.
All the best decklists are online anyway. If someone knows that they could
get shunned out of an entire game because of one card, what encouragement is
there for a new player to spend the time looking through the thousands and
thousands of cards Magic: the Gathering has to offer through the decades of its’
printing cycles to build a brand-new deck type for the format? There isn’t any. It
just leads to a regurgitation of the same deck types, same staples, and same
combos, albeit packaged with different commanders depending on the day. When
someone’s mana base is at stake, though? Maybe that 7 cost artifact is a little too
slow now for a deck. A lower rarity, cheaper to cast creature removal may now be
needed to stop a threat while maintaining a lower mana curve.
Land destruction needs to be celebrated! There are entire lines of play in
Magic that don’t exist in a world without land destruction. Islandwalk, sunburst,
land-targeting enchantments; none of these exist in a world where lands can’t be
destroyed. The entire idea of red acting as anything more than a quick aggro deck
or an artifact deck is off the table. Historically, land destruction acted as red’s
form of counters with red elemental blast being the only form of somewhat actually countering in that color. The community dislike of land destruction not only
removes those historically acknowledged lines of play from being used, but it also
discourages any new players from using them. Putting up an invisible wall in the
deckbuilding process that bakes shame/disdain into the game is abhorrent.
If a land destruction spell really is too powerful, it can be put on the Game
Changers list. Otherwise, land destruction deserves to be loved. All classic aspects
of the game are getting reprinted or finding their way back, in one way or another.
That is, besides land destruction. When one card from the ginormous house of
cards that is Magic: the Gathering is removed, it’s not hard for it to all come
crumbling down. It’s been seen with Oko, Emrakaul, and more recently Vivi. One
card can splash onto the scene and pop up in every deck overnight. If adding one
card can affect the entirety of the game so easily, what would happen if a chunk of
cards are removed entirely? Especially if the chunk of cards removed are made to
be removal spells for an ever-strengthening card type? It would be devastating.
So, here’s to land destruction! It can be rough to play against, it can be
devilishly fun to play with, but its an inherent, needed part of the game. New
players should be applauded for doing their homework to find powerful cards that
work well within the format. All the new players, with the popularity of Magic: the
Gathering growing faster than it ever has, will come across land destruction as a
viable line of play at some point. When that happens, they should be met
with a round of cheers.
You make some strong points, land destruction doesn't seem so bad when viewed through the lens of all powerful magic!