Casual Land Destruction

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Hi guys,

I'm looking to build a small, not too pricey land destruction deck and have come up with the following:

20 Lands

1xMine Layer
3xOrcish Settlers
3xGorilla Shaman
3xMyr Landshaper
2xInvader Parasite
2xShivan Wumpus
2xDeus of Calamity
16 Creatures


4xSeismic Spike
4xMisguided Rage
4xPillage
2xStone Rain
4xReverberate
4xSeething Song
22 Other Spells

Total: 58 Cards

Sideboard:
Price of Glory


What do you guys think? Any suggestions?

Thanks!
I don't know about Mine Layer. Seems kind of slow to me. Why not use Fulminator Mage instead.

What 20 lands do you use? I suggest a Strip Mine. It is cheap and destructive. Also Ghost Quarter could be nice in this deck. I would also cut Misguided Rage and up Stone Rain to four. You do need ways to hand threats such as: Lightning Bolt and Incinerate.

Giving your used up spells Flashback would be brutal if the game drags on so I suggest a couple of Recoups. And try using Increasing Vengeance over Reverberate.   

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Great, thank you very much!

I will definetly switch [/c]Reverberate[/c] for Increasing Vengeance! Strip Mine is a great idea as well and I like the ghost quarter. The misguided rage on the otherhand seems like a very nice spell to have later in the game, when your opponent is low on mana. And what do you suggest I should switch for the Stone Rain?

Thanks again
Dingus egg ? Can also turn on you but it may be interesting.
My decks, mostly casuals, but some I use online with some small changes: http://www.mtgvault.com/Profile.aspx?UserID=91484
I'd probably replace Seething Song with Rite of Flame. Turn 2 Pillage/Stone Rain! By the way, the minimum number of cards in a deck is 60.
Here are some that i run in my ld deck.  Most of them are very cheap.

Magnivore casting alot of sorercies gets big in a hurry
Roiling Terrain destroys land and does extra damage
Tectonic Edge
Tilling Treefolk recycle strip mine and tectonic edge
Pyroclasm early board sweeper
Earthquake gets rid of bigger threats and can be used as game finisher
Hurricane gets rid of fliers and can be used as a game finisher
Black Vise no lands out equals a full hand
Rampant Growth get your lands out quicker
explore play extra land but to draw extra card is big

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Single Card

[*c]Forest[*/c] minus * = Forest

 

Deck

[*deck]

16 Forest

2 strip mine

[*/deck]

minus * =

Card Nicknames [*c=Wrath of God]WoG[*/c] minus the * = WoG

 

Single Player Decks I'm currently playing

Assault of the Minotaurs

Lands
19 Mountain
4 Khalni Garden
1 Thawing Glaciers

 

Artifacts
4 Didgeridoo
4 Gorgon Flail
1 Konda's Banner
1 Tenza, Godo's Maul

 

Spells
4 Assault Strobe

 

Creatures
4 Adaptive Automaton
4 Anaba Ancestor
4 Minotaur Aggressor
4 Talruum Minotaur
4 Gorehorn Minotaurs
4 Lord of Shatterskull Pass
2 Tahngarth, Talruum Hero

Rapid infenction

Lands

18 Forest
1 Inkmoth Nexus
1 Pendelhaven

 

Creatures
4 Glistener Elf
4 Necropede
4 Ichorclaw Myr

 

Spells
4 Rancor
4 Might of Old Krosa
4 Griant Growth
4 Mutagenic Growth
4 Invigorate
4 Vines of Vastwood
4 Apostle's Blessing

Use your Illusion

Lands
18 Island
4 Halimar Depths

Creatures
4 Krovikan Mist
3 Phantom Warrior
3 Phantasmal Dragon
4 Lord of the Unreal
4 Phantasmal Bear
4 Adaptive Automaton
3 Illusory Angel

Artifacts
2 Swiftfoot Boots

Spells
3 Sleep
4 Ponder
4 Muddle the Mixture

Goblin deck

Land

16 Mountain

4 Goblin Burrows

 

Spells
4 Goblin Grenade
4 Goblin War Strike
2 Brightstone Ritual
2 Quest for the Goblin Lord

 

Creatures
4 Goblin Bushwhacker
4 Goblin Balloon Brigade
3 Goblin Guide
2 Warren Instigator
4 Goblin Wardriver
4 Goblin Matron
1 Goblin King
3 Goblin Chieftain
3 Goblin Warchief
1 Siege-Gang Commander
1 Krenko, Mob Boss

Look out the Land is Falling

Lands
4 Evoling Wilds
4 Terramorphic Expanse
7 Plains
9 Forest

Spells
3 Vines of Vastwood
4 Cultivate
3 Groundswell

Enchantments
4 Oblivion Ring

Artifacts
2 Adventuring Gear

Creatures
4 Steppe Lynx
4 Ruin Ghost
2 Baloth Woodcrasher
2 Rampaging Baloths
4 Emeria Angel
4 Vinelasher Kudzu

Ula's Deep Sea Drezins

Lands
18 Island
4 Halimar Depths

Creatures
4 Inkwell Leviathan
3 Kraken Hatchling
3 Sage of Epityr
4 Stormtide Leviathan
2 Grozoth
3 Spiketail Hatchling
3 Cursecatcher


Enchantment
4 Quest for Ula's Temple

Spells
4 Preordain
4 Dizzy Spell
4 Clockspinning

Green Beatdown

Lands

18 Forest
4 Treetop Village


Spells
4 Vines of Vastwood
4 Rancor
2 Might of Oaks

Creatures
4 Albino Troll
4 Groundbreaker
4 Llanowar Elves
4 Viridian Zealot
4 Pouncing Jaguar
4 Leatherback Baloth
3 River Boa
1 Mire Boa

Elemental Assault

Lands
16 Mountain
4 Teetering Peaks

Spells
4 Lightning bolt
3 Breaking Point
1 Warstorm Surge
4 Brute Force
4 Browbeat
4 Assault Strobe

Creatures
4 Ball Lightning
4 Hell's Thunder
4 Blistering Firecat
4 Hellspark Elemental
4 Spark Elemental
2 Lightning Serpent

Death from the Sky

Land
4 Glacial Fortress
4 Azorius Chancery
4 Seaside Haven
5 Plains
5 Island

 

Creatures
4 Squadron Hawk
4 Soulcatcher
4 Judge's Familar
3 Augury Owl
3 Cloudreach Cavalry
3 Pride of Clouds
2 Emeria Angel
2 Aven Mimeomancer
1 God of Awe

 

Spells
4 Soulcatchers' Aerie
4 Oblivion Ring
2 Battle Screech
2 Airborne Raid

Stompy

Lands
18 Forest

Creatures
3 Garruk's Companion
3 Rogue Elephant
4 Silhana Ledgewalker
4 Skarrgan Pit-Skulk
3 Pouncing Jaguar
3 Quirion Ranger
3 Shinen of Life's Roar

Spells
3 Groundswell
4 Rancor
3 Gather Courage
3 Briar Shield
3 Vines of Vastwood
3 Fog

Multi-Player Decks I'm currently Playing

Discard

Lands
22 Swamp

 

Spells
4 Innocent Blood
4 Mutilate
4 Sign in Blood

2 Syphon Mind
1 Demonic Tutor
1 Vampiric Tutor

Enchantments
4 Necrogen Mists
4 Bottomless Pit
4 Shrieking Affliction

Artifacts
4 Wheel of Torture
3 Ensnaring Bridge
3 Bottled Cloister

Everyone Burns

18 Mountain
2 Valakut, the Molten Pinnacle
2 Glacial Chasm
1 Shivan Gorge

Creatures
4 Aether Membrane

Artifacts
3 Sun Droplet

Enchantments
4 Quest for Pure Flame

Spells
4 Sizzle
4 Flame Rift
4 Browbeat
4 Flamebreak
4 Acidic Soil
3 Breaking Point
3 Breath of Darigaaz

Brewing a Storm

Lands
2 Glacial Chasm
3 Sunpetal Grove
3 Greypelt Refuge
4 Brushland
4 Forest
5 Plains

Spells
3 Wrath of God
2 Hurricane


Enchantment
2 Ghostly Prison
2 Titania's Song
2 Aura of Silence
2 Kismet
1 Fastbond

 

Artifacts
4 Fieldmist Borderpost
4 Storm Cauldron
4 Ankh of Mishra
2 Sun Droplet
1 Venser's Journal
2 Horn of Greed
4 Iron Maiden
4 Darksteel Ingot

Beast Gone Wild

Lands
3 Kessig Wolf Run
4 Contested Cliffs
4 Kazandu Refuge
4 Gruul Turf
1 Yavimaya Hollow
8 Forest

 

Creatures
4 Krosan Warchief
4 Wirewood Savage
3 Ravenous Baloth
3 Rampaging Baloths
2 Spearbreaker Behemoth
2 Mold Shambler
2 Terra Stomper
1 Craterhoof Behemoth
1 Gruul Ragebeast
1 Silklash Spider
1 Copperhoof Vorrac
1 Ursapine
1 Molder Slug
1 Protean Hulk

 

Enchantments
4 Wild Growth
2 Warstorm Surge
1 Spidersilk Armor

 

Planeswalker
2 Garruk, Primal Hunter

Elven Rythym Nation

Lands
14 Forest
2 Wirewood Lodge
1 Oran-Rief, the Vastwood
1 Pendelhaven

 

Creatures
3 Joraga Warcaller
2 Ezuri, Renegade Leader
4 Priest of Titania
2 Fyndhorn Elves
4 Llanowar Elves
4 Wirewood Symbiote
4 Elvish Visionary
4 Elvish Archdruid
4 Sylvan Messenger
4 Imperious Perfect

 

Spells
1 Asceticism
2 Biorhythm
2 Hurricane
2 Eldrazi Monument

I want to drink your blood

Lands
18 Swamp
4 Leechridden Swamp
2 Cabal Coffers

 

Creatures
4 Pulse Tracker
3 Blood Artist
4 Vampire Nighthawk
4 Malakir Bloodwitch
3 Falkenrath Noble
2 Bloodline Keeper

 

Enchantments
3 Underworld Connections
1 No Mercy
1 Phyrexian Reclamation

 

Spells
4 Syphon Soul
4 Blood Tithe
3 Exsanguinate

Draw equals Pain

Land
1 Tolarian Academy
2 Sulfur Falls
4 Great Furnace
4 Seat of the Synod
1 Mikokoro, Center of the Sea
2 Deserted Temple
2 Reliquary Tower
3 Island
2 Mountain

 

Creatures
4 Swans of Bryn Argoll
2 Jace's Archivist
2 Kami of the Crescent Moon
4 Psychosis Crawler

 

Artifacts
4 Howling Mine
4 Iron Maiden
4 Ebony Owl Netsuke
1 Ivory Tower

 

Spells
4 Winds of Change
4 Molten Psyche
2 Copy Artifact
2 Sunder
2 Cyclonic Rift

Rainbow Sliver

Lands
4 Ancient Ziggurat
4 Rootbound Crag
4 Overgrown Tomb
4 Sunpetal Grove
4 Breeding Pool

 

Creatures
4 Muscle Sliver
4 Sinew Sliver
4 Gemhide Sliver
3 Winged Sliver
4 Crystalline Sliver
4 Homing Sliver
2 Heart Sliver
2 Acidic Sliver
1 Sliver Overlord
1 Essence Sliver
1 Necrotic Sliver
1 Harmonic Sliver
1 Brood Sliver
1 Shifting Sliver
1 Fury Sliver

 

Spells
3 Distant Melody
1 Creeping Renaissance

 

Artifacts
2 Door of Destinies

soldier

Lands
22 Plains
2 Emeria, Sky Ruin

 

Creatures
4 Veteran Swordsmith
4 Daru Warchief
3 Field Marshal
3 Knight-Captain of Eos
3 Captain of the Watch
3 Catapult Master
2 Loxodon Gatekeeper
2 Angel of Glory's Rise
2 Stormfront Riders
1 Darien, King of Kjeldor
1 Odric, Master Tactician

 

Spells
4 Skullclamp
2 Eldrazi Monument
1 Mobilization

 

Planeswalker
1 Elspeth, Knight-Errant

Life Test

Lands
16 Plains
4 Kabira Crossroads
2 Emeria, the Sky Ruin
1 Miren, the Moaing Well

 

Creatures
4 Wall of Reverence
2 Divinity of Pride
4 Serra Ascendant
4 Martyr of Sands
4 Kami of False Hope

 

Spells
2 Test of Endurance
1 Idyllic Tutor
1 Enlightened Tutor
1 Beacon of Immortality
2 Fracturing Gust
3 Congregate
2 Well of Lost Dreams
2 Proclamation of Rebirth
4 Chastise
1 Elixir of Immortality
1 Debtors' Knell

 

Planeswalker
1 Ajani Goldmane

 

Hmm... I do see the appeal for green/red, it's just that I'm not sure I want to remake the entire deck. I also don't want to mess too much with my win-con (Shivan Wumpus & Deus of Calamity) as I'm already very close to the 60 card mark and I wouldn't know what to replace. Perhaps I'll add the alt. wincons such as dingus egg and Black Vise into my sideboard.

And JaeMi the Rite of Flame is def. coming in!

But what do you, and anyone else, suggest I do to reach my 60 cards limit (I'm not a fan of going over that limit)? Add two more Stone Rain, but then what about control cards like pyroclasm? Without misguided rage what cards do I have to control the game if my LD-lock doesn't hold or comes in too late?

I was also toying with the idea of adding Destructive Urge to get a lock in place with the trample creatures or invader parasite. What do you guys think?

I recommend dropping the Landshaper-Gorilla combo.  This frees up 6 additional cards.  Pillage should be enough to zap problem artifacts... unless you regularly face off against decks packed with Moxen.

As others pointed out, Mine Layer can go, as well.

For my LD, I have found that most of Greenmeanie's list makes for solid additions, especially Black Vise.  I will also suggest Thresher Beast - providing an opponent options is polite. ;)

Strip Mine loves Crucible of Worlds, especially alongside cards that let you play extra lands from your hand each turn.

Cheers!

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Wanted to chime in here cause I love land destruction decks.

First, Shivan Wumpus is actually the time-shifted variant of Argothian Wurm.

This guy makes a great win condition.  Your Deus does as well, and also the suggestion of Magnivore.  Whichever you choose is fine with my personal preference being the wurm (or wumpus in your case).

Mono Red is fine.
Mono Green is fine.
Red/Green is fine.

They all can, and do, make successful LD decks.  They have access to enough similar spells that its just a matter of preference.  The big difference is red gives you access to burn, and green gives you access to mana acceleration.  The rest is pretty much the same.

If you are in fact doing mono-red, there are some nice alternatives to the LD cards you are using that have the drawback of multiple red mana which doesn't matter in mono-red.

Pillage over Stone Rain, as you already have noticed, is an example of this.  You get more flexability for the having a more constrictive mana cost.

That being said, one thing I notice is a low # of 3 CMC LD cards.  You want about 12 to ensure you can play them on turn 3 and 4 every game.  Stone Rain is fine to make a 4-of.  Some other options are Molten Rain and Steam Vents.

You don't need 80% of your creatures.  There are two types of LD decks, and I think you are trying to make the first type.

The first type attempts to completely hose their mana base, deal with any immediate threats they have, and win with a big finisher.
The second type attempts to use a few LD cards to slow their development, and try win quickly with cheap effecient creatures.  (This type of deck is called Ponza)

So the goal of your deck should be for almost every card to either kill a land, accelerate your mana, or deal with a creature.  You should only devote about 4 cards for creatures, probably just 4 of your Shivan Wumpus.

Your curve should look like this:
6-8 Removal cards at either 1 or 2 mana.  (Pyroclasm, Lightning Bolt, Incinerate)
12 Land Destruction cards at 3 mana. (Stone Rain, Pillage, Molten Rain)
4 Land Destruction cards at 4 mana. I like Flowstone Flood as it gives you an option to just keep removing lands until they are out.  This is great if you end up a little mana flooded mid-game and your opponent happens to keep hitting land drops.  It basically helps out when mathematically things don't go as planned.
4 Finishers (Shivan Wumpus)
8-10 Mana Acceleration (Rite of Flame, Lotus Petal, Sol Ring, Chrome Mox, Mox Diamond)  These are to ensure you can cast a LD spell on turn 2, which is a LOT more effective than turn 3.  It is worth the card disadvantage of all of these for that.
24-26 Lands.  While high, this should also include lands that double as LD like Strip Mine, Wasteland, and Tectonic Edge.

Goodluck!
Or, you can focus on the gorrilla/landshaper combo to make an artifact destruction deck...(which also destroys lands by association...) Liquimetal coating can help make more things into artifacts, and viashino heretic can make destroying them a breeze. Splinter is the key card to ensure your opponent gets completely mana screwed. And who doesn't want to go all out in using shattering spree!? (I'll stop sounding like a salesman now.) ;)

If you want to stick with straight LD, then I would suggest G/R for cards like life from the loam to fetch lands back from the grave, Tremble for a cheap and quick LD spell, and Mwonvuli Acid-moss for the shear card advantage it brings...(Reap and Sow is kind of like that, but can also fetch non-basics for you. Not to mention the versatility; if your opponent doesn't have any lands to destroy, you can just fetch for one.) I would recommend getting a decent turn 1 or 2 drop in the form of protection against early creatures.

Good luck, either way you choose!
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Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!
Wow, thank you everyone for your thoughts! Especially your breakdown jjmalove should help me hit the right curve! I have to say that I am more and more inclined to go the R/G route, but I'll first go over my mono-R and see where that leads me

Thanks again everyone! I'll post my new deck list once I've gone over all your suggestions again!
Ok, so I've decided to go the artifact-destruction route as I really like the Liquimetal Coating / Viashino Heretic combo that allows me to pretty much destroy any permanent my opponent lays down.

Here is what I came up with:

18x Mountain
4x Strip Mine
22 Lands

2x Orcish Settlers
2x Gorilla Shaman
2x Myr Landshaper
4x Shivan Wumpus
4x Liquimetal coating
4x Viashino heretic
18 Creatures

4x Rite of Flame

4x Pillage

4x Lightning Bolt
4x Pyroclasm
4x Incinerate

20 Spells


Sideboard:
Price of Glory

So my win-con is to have Orcish Settlers, Pillage, Myr Landshaper + Gorilla Shaman keep my opponents land count low in the early-game, so that in mid-game I have the Liquimetal Coating / Viashino Heretic combo in place and my first Shivan Wumpus either on the field or making his inevitable way there...

What do you guys think? Look like a solid deck or are there still some flaws I missed?

Thanks!
Wow, thank you everyone for your thoughts! Especially your breakdown jjmalove should help me hit the right curve! I have to say that I am more and more inclined to go the R/G route, but I'll first go over my mono-R and see where that leads me

Thanks again everyone! I'll post my new deck list once I've gone over all your suggestions again!

Looks great!  Cool theme =)

If you make it green/red (which I think you should), Ancient Stirrings is one of the best ways to find coating.  As an added bonus your even playing the myr combo which it can find to.  Its important to realize if the 5 cards revealed don't include an artifact, you can take a land.  They are colorless.  This is a common misconception about the card and people think it sucks because they don't realize they can take a land making it actually a very good card in the right deck.

I don't see you really caring about throwing burn spells at the opponents head, so I would run Flame Slash over the bolts or incinerate.  It is a sorcery, but I think being able to take down 4 toughness creatures is worth it in a deck where the burn will almost never be used against the player but only as creature removal.

Running 2x of 2 different combo pieces is pretty pointless.  If you wanna run gorilla + landshaper, run 4 each.  If not, run 0 each and add more versatile stuff.  With 2 of each and zero deck search the odds of getting them is very low.

Strip Mine is restricted to 1-of in a deck.  If your friends don't care, then go for it!  But know that only 1 is allowed per deck in tournament play.

I forgot about one card last time that could suit this deck:  Sandstone Needle.  Its kind of like Rite of Flame, boosting your mana for card disadvantage.  It would be better though in a deck with around 12 3 CMC LD cards.

If you're running Stripmines, Crucible of Worlds is a must-have.  Two Crucibles will be plenty.

Unfortunately Crucible of Worlds costs around 20 bucks, but otherwise it would be a great addition.

Thanks for all the advice!">Hmm, alright. I'll give R/G another thought I do quite like the look of the deck so far though, especially with the upgraded lightning bolt to Flame Slash.

Unfortunately Crucible of Worlds costs around 20 bucks, but otherwise it would be a great addition.

Thanks for all the advice!
Your playgroup allows 4x strip mines?

If that's the case, you'd be better off dumping all the LD and making this a Loam deck.  Strip mine is so effective that it makes all other LD obsolete.
Try a throwback Assault Loam.  Here's a rough skeleton.

Lands:
12x Cycle lands
4x Strip Mine
4x Horizon Canopy
4x Wasteland 

Tech:
4x Life from the Loam 
4x Mox Diamond

Win:
4x Seismic Assault
 

Another option is to Myr Landshapper with your Shamans, Settlers and the combo card Splinter.  The effectiveness really depends on your casual playgroup, but it can be hilarious if your friends play with only basics and one or two color decks.

The last option, which is what I believe you were originally gunning for is along the lines of RDW, or Red Deck Wins.  Just google it and you'll find a thousand decklists.

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Mycosynth Lattice is the card that makes the artifact destruction deck a total bomb to play. Just cast the lattice, then dump mana into the gorilla shaman to wipe your opponent's board...which is usually the same time they scoop......so you're basically helping them out by destroying everything in the first place!

BTW: I also agree with using splinter, but if you can afford it, go ahead and make the loam deck; that would be the nastiest deck to play against, IMO. ;)

EDIT: I forgot to mention some of the cards in my artifact destruction deck:

Viridian revel
Sculpting steel (For liquimetal coating or the landshaper.)
Magnetic mine
Hull breach
Artifact Mutation
Seedborn muse (Only because I mostly play multiplayer.)

I like the idea of ancient stirrings, btw!
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Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!
I use Charmbreaker Devils in my Land Destruction deck, because once you get one in play you always have access to more spells and can keep them locked out of the game.