IntroductionRecently, Wizards of the Coast has been trying to balance the land destruction archetype. They're giving us cards that could be fair replacements so that they can eventually give us cards that enable this often misjudged interaction.However, in today's article, we'll explore something more toxic, a deck that leans heavily into this ability. Fin Fang Foom came straight from Marvel to MTG and will be our main star today.Fin Fang Foom, the CommanderFin Fang Foom is today's commander, a Monored creature that costs 4 mana and has Flying. Its ability triggers whenever you cast an instant or sorcery that targets an artifact or land. When that happens, you may copy that spell, picking new targets for the copy, and also put 2 +1/+1 counters on this commander.This ability explains this entire build. A Stone Rain will no longer just destroy a land but 2, whereas Molten Rain, Pillage, Smash to Smithereens, and Volcanic Offering will hit more targets and create more value. Furthermore, each spell like this will make your commander grow and turn it into a threat the opponents can't ignore for long.The most interesting detail is that this ability doesn't only copy spells that destroy lands. Any instant or sorcery that targets an artifact also works, so cards like Abrade, Smash, Mogg Salvage, and Smashing Success can interact with important enemy pieces and make your commander grow at the same time. This will make this build a bit more flexible. You can adjust it into an "Anti-Affinity" strategy if you're not too keen on breaking a long-standing Commander taboo and going for land destruction.The DeckThe list we'll see today is a land destruction/spellslinger Monored strategy that uses spells that target lands or artifacts to trigger Fin Fang Foom, copy these effects, and stack counters. The plan is simple to understand, but you must always play it slow, assessing the best lands and artifacts to destroy so that you can destroy the opponent's game plan in the process.Here it is:Land DestructionThis is the core that should make you want to play this build. Stone Rain is the most classic land destruction card around, while Molten Rain deals damage when you target nonbasic lands with it, which is often relevant in Commander. Pillage and Demolish also target artifacts, so they interact with the commander's ability a bit better and offer you more choices throughout the game.Melt Terrain and Seismic Spike are similar, but Spike also gives you mana back when it resolves. With Fin Fang Foom in play, these cards get a lot stronger, as the copies will allow you to hit 2 targets and put 2 counters on the commander. You'll be able to get rid of utility lands, greedy mana bases, and any pieces that are really getting in your way.These are the heaviest/most conditional options. Rain of Salt and Wake of Destruction can change the board considerably when you play them at the right time, but you'll also need to study the board state a bit more to use them well. In a casual pod, resolving one of these early on could ruin the experience for everyone involved.Implode and Icefall add to these effects, whereas Lava Blister makes the opponent choose between bad and terrible. Roiling Terrain is one of the most interesting cards in this list in the late game because it scales according to the number of lands in the graveyard of the player you're targeting. Considering this list is already putting lands in the graveyard, this type of damage is often a subtle way to win.Lands/Artifacts CantripsCleansing Wildfire and Geomancer's Gambit destroy lands, but they also allow you to get a basic land and draw a card. This means you can use them to punish problematic enemy lands and target your own indestructible lands as well as any lands you won't miss.These effects are quite interesting with Darksteel Citadel and Cascading Cataracts. You can target your own indestructible land, draw cards, and also activate Fin Fang Foom without really losing mana. Avengers Disassembled and Price of Freedom are also spells that target artifacts or lands and keep your commander active. Furthermore, they work as interaction and aren't necessarily just something to hit the board with.Artifact Removals and InteractionRemoving artifacts is as important as destroying lands in this list. Many mana rocks and value-based equipment and artifacts see play in Commander. Artifacts is also the most popular archetype in the format, so you'll definitely find many relevant targets for the spells above. Abrade is flexible because it also removes small/medium creatures, whereas Smash, Smash to Smithereens, and Smashing Success will break a few engines.Mogg Salvage is often quite efficient against Islands, and Vandalblast is one of the best artifact removals in Commander. The curious thing is that, with Fin Fang Foom, even a simple removal is quite strong, as it copies spells, buffs your commander, and allows you to put pressure on the board.Though this game plan centers around lands and artifacts, you'll still have to answer other types of threats. Chaos Warp is one of the most important universal red answers. It deals with enchantments, creatures, planeswalkers, and any other permanent that is disrupting your board.Deflecting Swat and Untimely Malfunction protect your most important turns, particularly because Fin Fang Foom often attracts removals as soon as it starts to grow. Blasphemous Act and Star of Extinction are reset buttons. They're useful when the opponents can develop creatures faster than you can control them with spells.PayoffAs this deck casts lots of instants and sorceries, it makes sense to also play a few spellslinger payoff cards. Guttersnipe and Erebor Flamesmith turn your spells into damage for the opponents and progress the game plan while you destroy important resources. This is relevant because land destruction strategies need to win after they make the board move slower and not just delay the opponents.Ashling, Flame Dancer and Storm-Kiln Artist allow you to turn spells into resources, whether that's more cards, mana, or Treasures. Electro, Assaulting Battery also rewards you for doing what you already wanted to do.Double Vision and Pyromancer's Goggles allow you to create more copies, which goes really well with a commander that already copies spells. Twinning Staff is similar, as it makes your copies give you a bit more value, particularly when Fin Fang Foom is already in play.Arcane Bombardment is heavy, but it often takes over long matches. Because this list plays lots of impactful spells, exiling and copying some of them throughout the game will often create a huge advantage, one that your opponents won't be able to keep up with. Ideally, you should use this card when you've already contained the board a bit and have time to turn this enchantment into an engine.Damage Pings and PunishmentDingus Egg is probably the card that best fits this list, considering it punishes players whenever lands enter graveyards straight from the battlefield. Considering this deck destroys lands repeatedly, the damage this card deals adds up fast and will eventually turn your control game plan into a win condition.Zo-Zu the Punisher attacks from another angle. It punishes players when they put lands in play. As this list plays some spells that let you get basic lands, it will punish that as well as the opponents when they ramp. Blood Moon is also a bit risky, but it really fits Monored decks that play lots of basic lands. Valakut, the Molten Pinnacle represents unavoidable damage in long matches, particularly considering this list plays many Mountains.Support Game PlanGalvanoth will allow you to cast spells straight from the top of your deck, which is quite relevant considering this list is full of instants and sorceries. Maelstrom Artisan interacts with the land game plan by widening your board, while Magda, the Hoardmaster helps with the artifact/treasure part and allows you to develop mana.Pinnacle Monk, Zhao, the Moon Slayer, and Hexing Squelcher complete this deck as support pieces. They have decent bodies, are useful in some small ways, and allow you to not rely exclusively on your commander. Considering Fin Fang Foom might end up out of play a few times when you play this list, playing cards that still progress the main game plan without the commander is important.Final WordsThis was the deck that I really wanted to build from this set. Not only is it a beautiful Monored list (which is my domain), but it also plays Blood Moon and land destruction like Stone Rain, a mechanic that many players are afraid to play.What do you think? Tell us your thoughts in our comment section below.Thank you for reading, and see you next time!
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