For a while, I've wanted to make a deck around Reversal of Fortune, but it always seemed so...bad. I normally enjoy working with bad cards, but this one was difficult to make a deck around, particularly because of better options like Planewalker's Mischief. Today I thought about how to abuse Head Games, and it was a Eureka moment. This is my Red/Black tempo:
Deck Explanation:
Red didn't have any "bounce" effects until the Planar Chaos set, and bounce is important to the deck as a tempo tool. Stingscourger, Aether Membrane and Dead//Gone all help keep the opponent's hand filled so I can kill with Blood Oath and also help Head Games.
Head Games of course is one of the 2 stars of the deck, along with Reversal of Fortune. Normally Head Games gets the worst cards of the opponent's deck, but in my deck, it will search for the Best Cards, so we can abuse them with Treacherous Urge or Reversal of Fortune. If needed, I can also fetch the bad cards.
The deck is a bit mana intensive, justifying the inclusion of Signets, quite possibly more mana accel in the SB.
Deck Fixes:
I thought about including Spiteful Visions as an alternate kill card with Memory Jar. The Visions also helps fill the opponent's hand more, but that can backfire on me...so not too sure.
The 1-Memory Jar is probably because it's on the restricted list. I would recommend more Treacherous Urge since while you have no problems dealing with spell based decks, if your opponent is heavy on creatures things are going to be tougher, and that helps out. I don't know what your budget is, but Liliana Vess and/or a Chandra or even Jace Beleren might be a fun addition to the deck, all of which compliment what you're doing to some degree or another.
Yes Memory Jar is restricted which is why I only included one. But I think it can work well, serving both as Card Draw and filling my opponent's hand right before I play Head Games or Revesal of Fortune/Treacherous Urge.
Manlands are an interesting choice. Since the deck needs to be on the defensive, Spawning Pool sounds good.
I only included 2 Head Games because I didn't want to draw into it in the early game. I thought adding Diabolic Tutor to fetch it would make up for that fact. Hopefully that will be the case when I test this.
I have 20 cards dedicated to dealing with creatures - I hope that will be enough. And only 4 cards can really deal with Sorceries/Instants. I'm not sure why that would be unbalanced?
In the deckbuilding process, I thought about adding Blue, because it really does have everything for this deck to work smoothly. It's the King of Bounce, no doubt, has mirror card draw, etc, etc. But again, I find that it is "too easy" to build a deck like that, and it just wasn't enough of a challenge. Not to mention how much my friends detest Blue...I really love blue, but I tend to overuse it and my friends hate me for it =[
Whoops, somehow missed the Terminate and Void, yeah, I think you're covered for the creature base. I still think a planeswalker or two might be a good plan, Liliana Vess>Diabolic Tutor for one, and adding in blue seems great with this deck.
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23 Land
Creatures 8
4 Stingscourger
4 Aether Membrane
Spells 24
2 Reversal of Fortune
2 Head Games
4 Blood Oath
4 Dead//Gone
4 Terminate
2 Treacherous Urge
2 Void
2 Reiterate
2 Diabolic Tutor
4 Rakdos Signet
1 Memory Jar
4 Spiteful Visions
1 Planeswalker's Scorn
1 Planeswalker's Fury
1 Coalition Relic
1 Talisman of Indulgence
1 Bituminous Blast
1 Thought Hemmorhage
1 Ignite Memories
History:
For a while, I've wanted to make a deck around Reversal of Fortune, but it always seemed so...bad. I normally enjoy working with bad cards, but this one was difficult to make a deck around, particularly because of better options like Planewalker's Mischief. Today I thought about how to abuse Head Games, and it was a Eureka moment. This is my Red/Black tempo:
Deck Explanation:
Red didn't have any "bounce" effects until the Planar Chaos set, and bounce is important to the deck as a tempo tool. Stingscourger, Aether Membrane and Dead//Gone all help keep the opponent's hand filled so I can kill with Blood Oath and also help Head Games.
Head Games of course is one of the 2 stars of the deck, along with Reversal of Fortune. Normally Head Games gets the worst cards of the opponent's deck, but in my deck, it will search for the Best Cards, so we can abuse them with Treacherous Urge or Reversal of Fortune. If needed, I can also fetch the bad cards.
Reiterate just in case they play the instant/sorcery before you use it with Reversal of Fortune.
The deck is a bit mana intensive, justifying the inclusion of Signets, quite possibly more mana accel in the SB.
Deck Fixes:
I thought about including Spiteful Visions as an alternate kill card with Memory Jar. The Visions also helps fill the opponent's hand more, but that can backfire on me...so not too sure.
Planeswalker's Scorn and Planewalker's Fury also seem okay, but adds even more mana requirements.
Ignite Memories is also cool...but is it necessary with Blood Oath already in?
So what else can do to make this deck better? Any ideas/comments/criticism would be appreciated.
R: Copypasta Sauce {Browbeat}
UR: Mana Cache , One Spell to Bind them All {Magnetic Theft}
UG: Epic Struggle , All-In-Poison {Metamorphosis}
UW: Planar Overlay , Decree of the Bailiff {Saprazzan Bailiff}
BG: Thought Gorger , Dark Chroma {Umbra Stalker}
UBR: Dwarven Shrine
WUBRG: Dissipation Field , Maelstrom Nexus
- Why the 1-of memory jar? Seems random. I would cut it and 1 signet for 2 more Head games, which seems to be key here.
- About the lands, what are you using? I would think some manlands would be necessary since you have so little creatures maindeck right now.
Yes Memory Jar is restricted which is why I only included one. But I think it can work well, serving both as Card Draw and filling my opponent's hand right before I play Head Games or Revesal of Fortune/Treacherous Urge.
Manlands are an interesting choice. Since the deck needs to be on the defensive, Spawning Pool sounds good.
I only included 2 Head Games because I didn't want to draw into it in the early game. I thought adding Diabolic Tutor to fetch it would make up for that fact. Hopefully that will be the case when I test this.
I have 20 cards dedicated to dealing with creatures - I hope that will be enough. And only 4 cards can really deal with Sorceries/Instants. I'm not sure why that would be unbalanced?
In the deckbuilding process, I thought about adding Blue, because it really does have everything for this deck to work smoothly. It's the King of Bounce, no doubt, has mirror card draw, etc, etc. But again, I find that it is "too easy" to build a deck like that, and it just wasn't enough of a challenge. Not to mention how much my friends detest Blue...I really love blue, but I tend to overuse it and my friends hate me for it =[
R: Copypasta Sauce {Browbeat}
UR: Mana Cache , One Spell to Bind them All {Magnetic Theft}
UG: Epic Struggle , All-In-Poison {Metamorphosis}
UW: Planar Overlay , Decree of the Bailiff {Saprazzan Bailiff}
BG: Thought Gorger , Dark Chroma {Umbra Stalker}
UBR: Dwarven Shrine
WUBRG: Dissipation Field , Maelstrom Nexus