7-Land Belcher

Posted in Feature on December 11, 2013

By Luis Scott-Vargas

Luis Scott-Vargas plays, writes, and makes videos about Magic. He has played on the Pro Tour for almost a decade, and between that and producing content for ChannelFireball, often has his hands full (of cards).

I've seen one-land Goblin Charbelcher decks, and I've seen two-land Goblin Charbelcher decks, but I've never seen a seven-land version. Today's list has exactly that, and was pointed out to me by a reader, Josh. The win condition is the same as it's been in every Belcher list since the dawn of Mirrodin: cast Goblin Charbelcher and activate it with no lands left in your deck. It then does 1 damage for every card in your deck, which presumably is more than enough. Where this deck differs is exactly how it gets to that ideal state, which is a bit harder in a format without broken mana acceleration or Land Grant.

Goblin Charbelcher

The plan here is to play all Forests and use various land-searching spells to fetch them up, soon leaving the deck bereft of all lands. Never has there been a deck with this many more search spells than targets, as twenty-eight cards search for lands—four times as many search effects as lands! Of course, playing only seven actual lands also means that opening hands can be dicey, but there are an additional cards that make that a little safer. Four copies of Chancellor of the Tangle and three copies of Simian Spirit Guide make keeping no-land hands potentially safe, and at one mana, the deck has a ton of cards that let it get the land-searching engine going.

Casting a Charbelcher is also something the deck wants to do sooner rather than later, and many of the spells in the deck also help accomplish that feat. Arbor Elf and Birds of Paradise ramp the deck for only one mana, and Sakura-Tribe Elder, Rampant Growth, Wall of Roots, and Into the North do it at two. The rarely-seen Recross the Paths also pitches in, and in a deck that will rarely lose the clash even.

In order to find Goblin Charbelcher, which is this deck's only realistic win condition (go go turn-three Chancellor of the Tangle), a couple Fabricates are good insurance. Once the deck has a Belcher out, going for it even with a few lands in the deck is still a big threat. Dealing 10+ damage doesn't give the opponent a whole lot of time to react, and you are allowed to kill a creature to buy time.

This is one of the most unique Modern decks I've seen, and I wish anyone playing it good luck in releasing a giant belch as quickly as possible.

YQM's 7-Land Belcher

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