Ok, so this is unlikely to be a terribly competitive deck, but the concept is just too fun to pass up. Since we got some new whipper boys, namely Boros Reckoner and High Priest of Penance, I figured that the sub team has been fully assembled and is just looking for the right kind of dom to make beautiful magic happen. So without further ado, I present to you the Masochism.dec (seriously though if anyone has idea's for improvements/comments I'm all ears).
I'm tend to think that the Rakdos's Return's should probably be Aurelia's Fury to preemptively stop people from breaking the combo at instant speed. Boros Charm double to give us reach or multiple uses out of our subs. The servitude's also probably need to Unburial Rites as it is just cheaper and more reliable. I donno let me know what you all think.
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Looks like a pretty fun list to me. And I would agree with Rakdos's Return. Nothing punishes control decks more for tapping out than a meaty Rakdos Return on their hand.
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So, initial impressions - It seems a bit confused and I definitely need to work on it a bit more. The token generators provide chump power early game while you get the Masochistic guys online. After that they either fuel Burn at the Stake or just lower the cost of Blasphemous Act. Reverberates act as whatever removal is best in the situation OR act as another Act. Boros Charm either holds out against Verdict/other removal or just slams to the face. Boros Charm and a Searing Spear get opponent to 13, making your Act the nail in the coffin, even if you didn't attack once all game.
I found that getting 2 of either the doll or the reckoner isn't too hard.
My real concern is that the list seems a bit confused. Maybe it just needs to be 4 Acts in a normal Boros Aggro deck? I just need to test more. If anyone else runs something like this, I'd hope they post their thoughts.
I haven't had a chance to test my list as of yet, but I do think that the Penance guys help out a lot against both agro and control as ways to delay to setup your combo. Instant speed removal I see as a bit of a problem, since something like tragic slip will just ruin your day if you're trying to go off. I'll get back to you once I can do a little play testing and see what if anything works for a deck like this.
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Ground Assault as removal or a 2-mana Spire Barrage is pretty sweet, and Clan Defiance is basically XGR blaze for twice X. I want to find room for the second Clan Defiance, but I'm not sure what to cut yet. I'm going to do some serious testing on it this weekend and see how it goes.
The blue isn't as prevalent as in my first draft, so I could see myself easily cutting it for more defense, which might be wise if agro is going to live up to the hype.
I want to say Lingering Souls is good here. Rolling Temblor handles ground threats, but it can't stop aerial creatures. For them you'd want Blas Act, sure, but that has a fairly high chost. Sould woul lower that cost at the same time, letting you pop your doll(s) a little quicker.
This deck sounds like the trolliest thing that ever did exist in RW.
You are actually right about Lingering Souls with some of the limited testing I've done so far I would like to be able to combo off earlier in most cases. Also, Souls tokens provide a small clock against control decks which seem to be a beating. Agro seems to be generally a buy in most cases as would be expected since most things that you do are a 2-1 where agro is concerned.
Immortal Servitude needs to be something else for sure since every creature has a different casting cost, so the incremental advantage seems to be fairly awful... even a combat trick like Undying Evil would be better in this slot. Pit Fight also seems to be a little too cute in most cases even though it is a just another burn spell a lot of the time with the occasional card advantage upside.
<--- back to testing
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Everyone would like the bonus, high priest can blow up multiple things a turn with olivia, olivia can get out of burn range as soon as she hits the field, no more ping response burn, reckoner can defend against bigger creatures or survive bigger pit fights till your ready to go off, stuffy can avoid tragic slips and curse of death's hold.
What about Volatile Rig for more explosions? When your opponent see the other creatures on your side they probably wont want to block/remove this guy until it's too late. Could also be set off with temblor and act for more damage.
I already have a more traditional aggro Boros deck built with the Reckoner as a key element, but I love that card so much, I might be inclined to build this out too. They're still cheap at the moment (for whatever stupid reason, that card is nuts), so it might be doable. Manabase will be the only real expense...
I'm gonna put this bad boy together on Cockatrice and see how it does. Volatile Rig actually seems like it could totally work here too...
have you thought about going with some blood artists and maybe lingering souls to make the sweepers better.
Also I'm playing something similar using a single ring of xathrid since it does wonders with reckoner and priest
@Purellow - So the combo basically is getting a Blasphemous Act with 2 of either Stuffy doll or Boros Reckoner. Other than that the Reckoner himself is hard to block efficiently so he becomes his own clock while you hold down the ground game. Currently I have Olivia Voldaren as an alternate win condition (and she happens to combo relatively well with other elements as she pumps herself).
@Aetherstorm - Absolutely agree about the Lingering Souls since it gets you to your Act's easier. Blood Artist however doesn't do enough in my opinion to properly support it. I do like the idea of the ring even though it is very slow, I'll have to play around with it to see how well it works.
@Dash Reindeer - Haha ya get em while you can, they are just trending up at the moment. Pre-ordered 12 of them at 2 bucks when they were first spoiled and am happy that I did. As per Volatile Rig, it's just too random to be worth running in my opinion and it doesn't give you enough tactical choices because of the attacks each turn clause. I haven't personally tested it however so if you were of mind, by all means.
All that being said here is my current version that I'm testing. I'm having a lot of trouble with the midrange deck's especially Jund builds that run Sever the Bloodline to any great extent and also UW Tempo/Control are also massive headaches (which I'm considering Glaring Spotlight for the sideboard at least to deal with some of the hexproof strategies in either Band enchant or tempo). All in all I believe this deck falls pretty squarely into T2 to T2.5, it does win a lot of games, but it also seems like it gets rolled by a number of other elements.
Thanks for all the feedback btw, keep it coming (still want to see what I can do to make this deck an actual thing).
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Oooh, finally a thread about trying to get Stuffy and Boros working. I've also been working on a list and it's a bit frustrating. I'm something like 70 revisions in, which consisted of me trying multiple different approaches such as elf acceleration, white/black/red, blue/red/white, and green/red/white.
This is the current list I'm working on that has produced some decent results but it still gets smashed by some archetypes which is a bit annoying. I've removed the SB from the list since there are some MB issues I'm seeing.
I've been trying everything really, but maybe others will see something I'm not. Just by seeing other peoples ideas it has given me a few new ideas to try. Right now as I post this, I'm trying to make Angel of Serenity work, but hitting the mana curve for a 7 dropper is going to be hard...
I know this isnt RWB, but maybe seeing another list from a different perspective can offer some help at some other mechanics that should be considered to help protect the deck or make the combo fire off effectively.
Maybe instead of an all-in combo approach, this deck can take a more midrange feel? Meaning that it can win through attacking and playing fair most of the time with all-around good cards, but sometimes just say "Oops, I win" with Blasphemous Act + Boros Reckoner.
Frontline Medic: A neat synergy. Once the ground has stalled, you can attack without fear with indestructibility, and since it lasts until end of turn, you can THEN Blasphemous Act to get triggers from your High Priests and Reckoners without them dying! Also, it's just an all-around good card.
Boros Charm: See above. All around good card, although i'm not sure if it complete fit's the theme.
Gideon, Champion of Justice: This is a guy I'd just want to try out. He may be awful, but my thinking is that he can excel when the ground is stalled, since he can tick up huge with your opponents army holding back. Then proceed to have another huge indestructable guy, or just blow up the planet.
Rolling Tremblor and Blasphemous Act: The real stars. Tremblor kills none of your creatures (except High Priest, but that's a good thing) but it'll surely decimate opponents if you have Reckoners or they have any small dude's at all. And of course Blasphemous Act is the nuts here.
Not ready to put up my decklist yet, cause it needs work, but I have found something interesting. Boros Keyrune, survives your sweepers, and has a FANTASTIC synergy with Slayer's Stronghold. Yeah, it's a bit of mana to activate it all, but it's a 3/1 double striker. Post sweepers. It's sorta like having a bigger silverblade paladin that dodge sorcery speed removal.
So far, I've been running it like an agro combo deck, nobles into burn(charm+spear), but it's only been so/so. Mid range control/combo might be better. More burn, lots of sweepers. Maybe splash blue for a wrath+ravings? Not sure, this is actually not a bad deck.
@mc1497 - You and I seem to be in fairly close lock step with the direction of the deck. Personally I'm not trying Gideon just because he has such limited board impact when he hits the field, but if he turns out to be good through your testing let me know. Also I would be hesitant to drop Boros Charm to less then 3, I may actually put that back up to a 4 of (the advantage it brings in this deck is pretty huge). In any case you are absolutely right about Frontline Medic, he is a house in this kind of deck - especially when you have the instance when you swing with him, Olivia and a High Priest with mana open... machine gun permanent removal.
@Keftenk - I welcome the other possible color combinations for this, we are still pretty early in testing, so as many angles as possible is always nice. Let us know how your testing goes.
@Barfolomew - She does have some potential for something like this, it is really dependent on how useful we can make all of her modes. For 4 mana we need to have something that has significant board impact. It is worth testing however.
@Mullet Mike - Ya let us know what your looking at, as said always good to have new angles.
Largely ignore the sideboard for now, it is very much up in the air. Though testing is going very well now, there are just so many 2 for ones in this deck. Unfortunately, control still has a stranglehold on us for the (Esper and Bant Control lists) something like 30/70 preboard and 50/50 post. The medic does however help tremendously with mitigating Sphinx's Revelation, but Terminus sucks pretty bad for us (as do counters in general).
Anyway keep the comments coming and I'll update on my progress.
Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.:-/
Frontline Medic: A neat synergy. Once the ground has stalled, you can attack without fear with indestructibility, and since it lasts until end of turn, you can THEN Blasphemous Act to get triggers from your High Priests and Reckoners without them dying! Also, it's just an all-around good card.
It seems to me that if you intend to use Frontline Medic's battalion effect, any deck other an a dedicated aggro deck would require too much work to set up a battalion activation, so that the effect you get ends up not being worth the effort you put in. In some sense, I wouldn't call it a "synergy," because I think synergies are card interactions that come easily with two or more cards, whereas you really have to work to set this interaction up. I think "combo" would be a better word for it. Lastly, doesn't High Priest of Penance only destroy one permanent regardless of how much damage you hit it with at one time? I don't think you're really taking advantage of this sort of effect without adding indestructibility, but at that point, again the effect isn't worth the effort.
I disagree, Lingering Souls does an excellent job setting up battalion effect in addition to the majority of your creatures causing general board clogs. We also have Sorin, Lord of Innistrad as another creature generator. It actually happens a lot more frequently than you might suppose.
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Have you tested Liliana of the Veil ? Has synergy with Lingering Souls and could be a good answer against control (generally they hate her).
Liliana of the Veil definitely seems worth it against control, at least in the SB. The double black in the cost seems prohibitive though, with the reckoner being triple hybrid and all.
I'd really like to get the manabase worked out and tailor some of the card selections to it. That way the deck can be more consistent
How are you guys fairing against turn4 aggro decks? The Stuffy Doll list I run is 7-11 vs them ;\ It's incredibly frustrating, just wondering if any of you guys are having better luck...
Liliana of the Veil is definitely an option, but I would be concerned about the manabase in that case. I can't see myself going more then 12 black sources with the current mana req's for everything else, in some cases getting double black by turn 5 seems a little difficult (Ozbedat, Ghost Council). It's worth testing though.
As far as agro decks go, I'm having a very easy time with them generally. Which ones in specific are giving you trouble? Though I would mention that I've since dropped Stuffy Doll entirely from the deck... he's just too slow and requires to much to be a reasonable play, especially against agro. For the most part a T3 Rolling Temblor does fairly well to stop them, and all your creatures trade beneficially with their early beaters?
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It's mostly Boros and Mono Red that crushes me; running turn1 Stromkirk/Cackler > turn2 Mauler/Zealot > turn3 Pyrheart Wolf > turn4 Hellrider. Give or take some variations, such as Stonewright and what not in there, but it's usually something like that with Boros Charm/Searing Spear finishing me off.
The times I have a chance is exactly that, when I can get either a Rolling Temblor off on turn3, a miracled Terminus, Aurelia's Fury, or a turn2 Blind Obedience. If the wolf isn't out, my blockers can actually block but other then that, no dice.
That's why I've come to this thread looking for other options, since I run WRW Stuffy.
Ya the perfect curve out for those agro decks can be rough for basically anything, but that doesn't happen that often. In the black variant that I use a T2 High Priest of Penance does an excellent job at deterring early aggression as well (he can always trade with whatever they swing at him, and even more beneficially when the thing that swings has first strike). I'm not saying that agro is necessarily a bye or anything, but our nut draw here can often trump theirs, which is really what we should be looking for.
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I might have to start moving towards a black infused build. I was attracted to High Priest for a long time, but I never ended up splashing black for too long. The turn4 aggro is getting to me and pissing me off actually lol...
Stupid wolf, stupid hellrider, stupid charm...
Just as I'm posting this, I finished a 3 match spree with a Boros Sligh deck, going 5-4 (1-2, 2-1, 2-1) with this build. Too close for comfort with how the games go tbh:
4 Boros Reckoner
4 High Priest of Penance
4 Stuffy Doll
3 Olivia Voldaren
Spells - 21
4 Boros Charm
2 Immortal Servitude
4 Blasphemous Act
4 Rolling Temblor
4 Pit Fight
2 Rakdos's Return
1 Aurelia's Fury
2 Vault of the Archangel
4 Godless Shrine
4 Sacred Foundry
4 Isolated Chapel
4 Dragonskull Summit
4 Clifftop Retreat
2 Plains
I'm tend to think that the Rakdos's Return's should probably be Aurelia's Fury to preemptively stop people from breaking the combo at instant speed. Boros Charm double to give us reach or multiple uses out of our subs. The servitude's also probably need to Unburial Rites as it is just cheaper and more reliable. I donno let me know what you all think.
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I went R/W:
4 Boros Reckoner
3 Stuffy Doll
Spells:
4 Krenko's Command
4 Gather the Townsfolk
2 Pillar of Flame
3 Searing Spear
2 Brimstone Volley
4 Blasphemous Act
3 Burn at the Stake
4 Boros Charm
2 [CARD/Faithless Looting
2 Reverberate
4 Clifftop Retreat
4 Sacred Foundry
2 Plains
13 Mountain
So, initial impressions - It seems a bit confused and I definitely need to work on it a bit more. The token generators provide chump power early game while you get the Masochistic guys online. After that they either fuel Burn at the Stake or just lower the cost of Blasphemous Act. Reverberates act as whatever removal is best in the situation OR act as another Act. Boros Charm either holds out against Verdict/other removal or just slams to the face. Boros Charm and a Searing Spear get opponent to 13, making your Act the nail in the coffin, even if you didn't attack once all game.
I found that getting 2 of either the doll or the reckoner isn't too hard.
My real concern is that the list seems a bit confused. Maybe it just needs to be 4 Acts in a normal Boros Aggro deck? I just need to test more. If anyone else runs something like this, I'd hope they post their thoughts.
24 Land (22 shocks/core duals/basics, 2 wolf run)
Ground Assault as removal or a 2-mana Spire Barrage is pretty sweet, and Clan Defiance is basically XGR blaze for twice X. I want to find room for the second Clan Defiance, but I'm not sure what to cut yet. I'm going to do some serious testing on it this weekend and see how it goes.
The blue isn't as prevalent as in my first draft, so I could see myself easily cutting it for more defense, which might be wise if agro is going to live up to the hype.
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This deck sounds like the trolliest thing that ever did exist in RW.
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On Cubetutor
Immortal Servitude needs to be something else for sure since every creature has a different casting cost, so the incremental advantage seems to be fairly awful... even a combat trick like Undying Evil would be better in this slot. Pit Fight also seems to be a little too cute in most cases even though it is a just another burn spell a lot of the time with the occasional card advantage upside.
<--- back to testing
Everyone would like the bonus, high priest can blow up multiple things a turn with olivia, olivia can get out of burn range as soon as she hits the field, no more ping response burn, reckoner can defend against bigger creatures or survive bigger pit fights till your ready to go off, stuffy can avoid tragic slips and curse of death's hold.
What about Volatile Rig for more explosions? When your opponent see the other creatures on your side they probably wont want to block/remove this guy until it's too late. Could also be set off with temblor and act for more damage.
I'm gonna put this bad boy together on Cockatrice and see how it does. Volatile Rig actually seems like it could totally work here too...
Also I'm playing something similar using a single ring of xathrid since it does wonders with reckoner and priest
@Aetherstorm - Absolutely agree about the Lingering Souls since it gets you to your Act's easier. Blood Artist however doesn't do enough in my opinion to properly support it. I do like the idea of the ring even though it is very slow, I'll have to play around with it to see how well it works.
@Dash Reindeer - Haha ya get em while you can, they are just trending up at the moment. Pre-ordered 12 of them at 2 bucks when they were first spoiled and am happy that I did. As per Volatile Rig, it's just too random to be worth running in my opinion and it doesn't give you enough tactical choices because of the attacks each turn clause. I haven't personally tested it however so if you were of mind, by all means.
All that being said here is my current version that I'm testing. I'm having a lot of trouble with the midrange deck's especially Jund builds that run Sever the Bloodline to any great extent and also UW Tempo/Control are also massive headaches (which I'm considering Glaring Spotlight for the sideboard at least to deal with some of the hexproof strategies in either Band enchant or tempo). All in all I believe this deck falls pretty squarely into T2 to T2.5, it does win a lot of games, but it also seems like it gets rolled by a number of other elements.
4 Boros Reckoner
4 High Priest of Penance
3 Stuffy Doll
2 Olivia Voldaren
Spells - 23
4 Boros Charm
2 Undying Evil
4 Blasphemous Act
4 Rolling Temblor
2 Pit Fight
1 Rakdos's Return
2 Aurelia's Fury
4 Lingering Souls
2 Vault of the Archangel
4 Godless Shrine
4 Sacred Foundry
4 Isolated Chapel
4 Dragonskull Summit
4 Clifftop Retreat
2 Plains
Note: Sideboard is under construction.
Thanks for all the feedback btw, keep it coming (still want to see what I can do to make this deck an actual thing).
This is the current list I'm working on that has produced some decent results but it still gets smashed by some archetypes which is a bit annoying. I've removed the SB from the list since there are some MB issues I'm seeing.
2 Forest
1 Kessig Wolf Run
2 Mountain
2 Plains
4 Rootbound Crag
4 Stomping Ground
4 Sunpetal Grove
4 Temple Garden
4 Boros Reckoner
3 Centaur Healer
3 Predator Ooze
4 Stuffy Doll
3 Thragtusk
Enchantment - 2
2 Blind Obedience
Sorcey - 19
4 Blasphemous Act
2 Entreat the Angels
3 Farseek
2 Mizzium Mortars
3 Pillar of Flame
2 Rolling Temblor
3 Terminus
I've been trying everything really, but maybe others will see something I'm not. Just by seeing other peoples ideas it has given me a few new ideas to try. Right now as I post this, I'm trying to make Angel of Serenity work, but hitting the mana curve for a 7 dropper is going to be hard...
I know this isnt RWB, but maybe seeing another list from a different perspective can offer some help at some other mechanics that should be considered to help protect the deck or make the combo fire off effectively.
I'd start with something like this:
4 High Priest of Penance
4 Boros Reckoner
4 Frontline Medic
3 Olivia Voldaren
2 Obzedat, Ghost Council
//Planeswalkers
2 Sorin, Lord of Innistrad
2 Gideon, Champion of Justice
4 Searing Spear
1 Dreadbore
2 Boros Charm
3 Rolling Tremblor
2 Blasphemous Act
2 Rakdos's Return
//Land
4 Blood Crypt
3 Godless Shrine
4 Sacred Foundry
4 Dragonskull Summit
3 Isolated Chapel
4 Clifftop Retreat
1 Vault of the Archangel
1 Mountain
1 Plains
Some card explanations:
High Priest of Penance and Boros Reckoner: Great at holding the fort and deterring attackers. Also love to be dealt damage by our sweepers.
Frontline Medic: A neat synergy. Once the ground has stalled, you can attack without fear with indestructibility, and since it lasts until end of turn, you can THEN Blasphemous Act to get triggers from your High Priests and Reckoners without them dying! Also, it's just an all-around good card.
Boros Charm: See above. All around good card, although i'm not sure if it complete fit's the theme.
Gideon, Champion of Justice: This is a guy I'd just want to try out. He may be awful, but my thinking is that he can excel when the ground is stalled, since he can tick up huge with your opponents army holding back. Then proceed to have another huge indestructable guy, or just blow up the planet.
Rolling Tremblor and Blasphemous Act: The real stars. Tremblor kills none of your creatures (except High Priest, but that's a good thing) but it'll surely decimate opponents if you have Reckoners or they have any small dude's at all. And of course Blasphemous Act is the nuts here.
The rest are just good cards that can win games by themselves if left unchecked, which I think is what the deck needs to be competitive: Olivia Voldaren, Obzedat, Ghost Council, Sorin, Lord of Innistrad, Rakdos's Return
This is my starting point. The mana is all over the place, and some acceleration may be needed. But I think it looks good.
So far, I've been running it like an agro combo deck, nobles into burn(charm+spear), but it's only been so/so. Mid range control/combo might be better. More burn, lots of sweepers. Maybe splash blue for a wrath+ravings? Not sure, this is actually not a bad deck.
@Keftenk - I welcome the other possible color combinations for this, we are still pretty early in testing, so as many angles as possible is always nice. Let us know how your testing goes.
@Barfolomew - She does have some potential for something like this, it is really dependent on how useful we can make all of her modes. For 4 mana we need to have something that has significant board impact. It is worth testing however.
@Mullet Mike - Ya let us know what your looking at, as said always good to have new angles.
*Current List*
4 Clifftop Retreat
4 Dragonskull Summit
4 Godless Shrine
4 Isolated Chapel
2 Plains
4 Sacred Foundry
1 Slayers' Stronghold
1 Vault of the Archangel
Instant - 5
3 Boros Charm
2 Searing Spear
2 Oblivion Ring
Creature - 15
4 Boros Reckoner
4 Frontline Medic
4 High Priest of Penance
1 Obzedat, Ghost Council
2 Olivia Voldaren
Sorcery - 12
3 Blasphemous Act
3 Lingering Souls
2 Rakdos's Return
4 Rolling Temblor
2 Sorin, Lord of Innistrad
2 Appetite for Brains
2 Aurelia's Fury
2 Blind Obedience
2 Glaring Spotlight
4 Skullcrack
3 Slaughter Games
Largely ignore the sideboard for now, it is very much up in the air. Though testing is going very well now, there are just so many 2 for ones in this deck. Unfortunately, control still has a stranglehold on us for the (Esper and Bant Control lists) something like 30/70 preboard and 50/50 post. The medic does however help tremendously with mitigating Sphinx's Revelation, but Terminus sucks pretty bad for us (as do counters in general).
Anyway keep the comments coming and I'll update on my progress.
It seems to me that if you intend to use Frontline Medic's battalion effect, any deck other an a dedicated aggro deck would require too much work to set up a battalion activation, so that the effect you get ends up not being worth the effort you put in. In some sense, I wouldn't call it a "synergy," because I think synergies are card interactions that come easily with two or more cards, whereas you really have to work to set this interaction up. I think "combo" would be a better word for it. Lastly, doesn't High Priest of Penance only destroy one permanent regardless of how much damage you hit it with at one time? I don't think you're really taking advantage of this sort of effect without adding indestructibility, but at that point, again the effect isn't worth the effort.
Liliana of the Veil definitely seems worth it against control, at least in the SB. The double black in the cost seems prohibitive though, with the reckoner being triple hybrid and all.
I'd really like to get the manabase worked out and tailor some of the card selections to it. That way the deck can be more consistent
As far as agro decks go, I'm having a very easy time with them generally. Which ones in specific are giving you trouble? Though I would mention that I've since dropped Stuffy Doll entirely from the deck... he's just too slow and requires to much to be a reasonable play, especially against agro. For the most part a T3 Rolling Temblor does fairly well to stop them, and all your creatures trade beneficially with their early beaters?
The times I have a chance is exactly that, when I can get either a Rolling Temblor off on turn3, a miracled Terminus, Aurelia's Fury, or a turn2 Blind Obedience. If the wolf isn't out, my blockers can actually block but other then that, no dice.
That's why I've come to this thread looking for other options, since I run WRW Stuffy.
Stupid wolf, stupid hellrider, stupid charm...
Just as I'm posting this, I finished a 3 match spree with a Boros Sligh deck, going 5-4 (1-2, 2-1, 2-1) with this build. Too close for comfort with how the games go tbh:
1 Kessig Wolf Run
3 Mountain
4 Plains
4 Rootbound Crag
4 Stomping Ground
4 Sunpetal Grove
4 Temple Garden
Creature - 17
4 Boros Reckoner
3 Centaur Healer
3 Predator Ooze
4 Stuffy Doll
3 Thragtusk
2 Blind Obedience
Instant - 3
3 Aurelia's Fury
Sorcery - 14
4 Blasphemous Act
2 Entreat the Angels
3 Farseek
2 Rolling Temblor
3 Terminus
3 Ranger's Guile
2 Rest in Peace
3 Sundering Growth
2 Silklash Spider
2 Nevermore
2 Rolling Temblor
Yes, I'm aware the SB is at 14. It isn't complete yet.