So I made a Kamahl, Pit Fighter deck that I posted up here a little bit ago, but I couldn't get it to work right, due to it being based around Mass Land Destruction and it had a commander whose CMC was six. Part of what I wanted the deck to be able to do was keep coming back for more and more, eventually snowballing into something that everyone else, with their low land count, wouldn't be able to handle. Mono-Red just wasn't working for me.
So as I was looking through my Commander Binder (That houses all my Legendary Creatures), I looked at and noticed Giant Dad. Tymaret, the Murder King is cheap, has Bear stats, and comes with two bonus abilities; he can shoot people, and he can come back from the dead for four mana. He was everything I wanted in a Mono Red Commander....... Except he wasn't Mono Red.
So after some re-tooling, I was able to come up with a deck list that I'm pretty happy about, though Extensive Testing has yet to occur. But without further ado, the Deck List:
So, the plan. The plan is to let Tymerat fall into the Graveyard instead of go to the command zone. This allows us to, after the first go around, completely bypass the Commander Tax, allowing Murder King here to always cost a nice 4 Mana, broken up into two part chunks (You can almost ignore his first ability out right. Almost.)
We are going to win via commander damage. Not by how much damage Tymaret does, seriously look at him; he's a 2/2 for pete's sake. However, we are playing Red, and one thing Red specializes in is doubling damage.
And of course, all of our equips help him deal that damage; both Ronin WarClub and Obsidian Battle-Axe automatically equip themselves to our Murder King when he enters the battlefield, and the Axe is kind enough to even give him haste! These means that even without our damage doublers our humble little 2/2 just became a 6/4 Haste for 2 mana, and with them.... somebody just died.
Inquisitor's Flail and Banshee's Blade both grant long term threat; as Inquisitor's will double our damage without our specialized enchantmets, we can pack the hurting rather quickly with that. Banshee's Blade ensures that every time we attack we bring a little something something into the next fight with us.
As you will notice, a lot of our creatures come back from the graveyard, allowing us to pull Tymaret back again and again without losing our board presence. Also, because of how they work, we can use them as Reanimater Fuel for the creatures that can't! Play Godo, Bandit Warlord, fetch an equip, sack him, then Vitcimize one of our dudes to bring him and something else back, tutoring another item on the Pain Train!
Special shout out to Abyssal Persecutor. As long as we have him out and another player at 21+ Commander Damage, that player is forced to do our bidding, else we sack the Persecutor to deal damage elsewhere. Other players can't even copy Persecutor without throwing the game; he requires a Sack Outlet in order to be removed at any time.
Hey all,
So I made a Kamahl, Pit Fighter deck that I posted up here a little bit ago, but I couldn't get it to work right, due to it being based around Mass Land Destruction and it had a commander whose CMC was six. Part of what I wanted the deck to be able to do was keep coming back for more and more, eventually snowballing into something that everyone else, with their low land count, wouldn't be able to handle. Mono-Red just wasn't working for me.
So as I was looking through my Commander Binder (That houses all my Legendary Creatures), I looked at and noticed Giant Dad. Tymaret, the Murder King is cheap, has Bear stats, and comes with two bonus abilities; he can shoot people, and he can come back from the dead for four mana. He was everything I wanted in a Mono Red Commander....... Except he wasn't Mono Red.
So after some re-tooling, I was able to come up with a deck list that I'm pretty happy about, though Extensive Testing has yet to occur. But without further ado, the Deck List:
2 Tymaret, the Murder King
His Equipment (7)
2 Banshee's Blade
2 Swiftfoot Boots
2 Inquisitor's Flail
3 Whispersilk Cloak
3 Fireshrieker
3 Obsidian Battle-Axe
3 Ronin Warclub
His Minions (23)
1 Gravecrawler
1 Thrull Parasite
2 Bloodghast
2 Nether Traitor
2 Akki Blizzard-Herder
2 Reassembling Skeleton
3 Burnished Hart
3 Sadistic Augermage
4 Firewing Phoenix
4 Abyssal Persecutor
4 Treasonous Ogre
4 Ashenmoor Liege
4 Ember Swallower
4 Fanatic of Mogis
4 Ogre Battledriver
4 Flame-Wreathed Phoenix
5 Bitterheart Witch
5 Gray Merchant of Asphodel
5 Kuldotha Phoenix
5 Keldon Firebombers
6 Grave Titan
6 Skarrgan Firebird
6 Godo, Bandit Warlord
8 Colossus of Akros
3 Mana Flare
3 Curse of Shallow Graves
3 Necropotence
3 Hammer of Purphoros
4 Whip of Erebos
4 Spiteful Visions
4 Purphoros, God of the Forge
5 Curse of Bloodletting
5 Gratuitous Violence
5 Dictate of the Twin Gods
6 Null Profusion
His Accessories (4)
1 Sol Ring
3 Rakdos Cluestone
3 Rakdos Keyrune
5 Gilded Lotus
His Royal Decrees (17)
1 Vandalblast
2 Dreadbore
2 Reverberate
2 Increasing Vengeance
3 Victimize
3 Sudden Spoiling
3 Toxic Deluge
3 Browbeat
4 Wild Ricochet
4 Insidious Dreams
4 Into the Core
5 Reforge the Soul
5 Mana Geyser
5 Rescue From the Underworld
6 Wildfire
7 Destructive Force
8 Army of the Damned
1 Dragonskull Summit
1 Rakdos Guildgate
1 Temple of the False God
1 Command Tower
1 Kher Keep
16 Mountain
15 Swamp
So, the plan. The plan is to let Tymerat fall into the Graveyard instead of go to the command zone. This allows us to, after the first go around, completely bypass the Commander Tax, allowing Murder King here to always cost a nice 4 Mana, broken up into two part chunks (You can almost ignore his first ability out right. Almost.)
We are going to win via commander damage. Not by how much damage Tymaret does, seriously look at him; he's a 2/2 for pete's sake. However, we are playing Red, and one thing Red specializes in is doubling damage.
Assuming Gratuitous Violence, Dictate of the Twin Gods, and Curse of Bloodletting are out, we can have our humble little 2/2 deal 16 commander damage with no equips. That's pretty ridiculous.
And of course, all of our equips help him deal that damage; both Ronin WarClub and Obsidian Battle-Axe automatically equip themselves to our Murder King when he enters the battlefield, and the Axe is kind enough to even give him haste! These means that even without our damage doublers our humble little 2/2 just became a 6/4 Haste for 2 mana, and with them.... somebody just died.
Inquisitor's Flail and Banshee's Blade both grant long term threat; as Inquisitor's will double our damage without our specialized enchantmets, we can pack the hurting rather quickly with that. Banshee's Blade ensures that every time we attack we bring a little something something into the next fight with us.
As you will notice, a lot of our creatures come back from the graveyard, allowing us to pull Tymaret back again and again without losing our board presence. Also, because of how they work, we can use them as Reanimater Fuel for the creatures that can't! Play Godo, Bandit Warlord, fetch an equip, sack him, then Vitcimize one of our dudes to bring him and something else back, tutoring another item on the Pain Train!
Special shout out to Abyssal Persecutor. As long as we have him out and another player at 21+ Commander Damage, that player is forced to do our bidding, else we sack the Persecutor to deal damage elsewhere. Other players can't even copy Persecutor without throwing the game; he requires a Sack Outlet in order to be removed at any time.
7/3/2014: Deck Created
Need two more lands, me thinks.
Mana Flair is more trouble than it's worth; we want U/G to do LESS not more.....
Null Profusion is too expensive. Needs more Wheels, especially since we have no worries about our creatures in the graveyard.
DO NOT USE MLD WHEN AGAINST MAELSTROM WANDERER. He will thank you, and possibly kill you last.