Hello! I like mono red, I like vehicles, I love Fumiko. So here I am hammering them all into the same deck and strategy.
Fumiko opens up combat so players can more easily run free at whoever they feel the most dangerous player is. Combo and control might take some shots at you but Fumiko hiding in a vehicle can typically trade well. If they throw weaker creatures at you those creatures will likely die. If they throw stronger creatures at you they'll make themselves a bigger target for having better creatures in play. Aggro will rarely take shots at you as you're probably the reason the combo and control players are open. Even if you're a danger to an aggro player, and your path to victory is through them in a one on one scenario, they'll still likely fight the combo and control players first as fighting them solo later is an even worse idea.
Basic questions and answers
Q: Why aren't you going W/R with Depala, Pilot Exemplar?
A: Depala has different card demands that aren't as interesting to me. She has the same basic gameplan as Fumiko to stretch the game a bit, coordinate with aggro to eliminate combo and control, and then take out the aggro on favorable terms. However if she attacks she needs defensive cards to protect herself on the backswing and if she defends she needs some way to direct offense onto the high priority players. There's nothing wrong with that need but I'd rather have the offense and defense always on hand while needing to find value in my deck.
tl;dr: Depala = base value, needs to turn that into consistent offense and defense to push the game's flow
Fumiko = base offense and defense, needs to draw into value to stay relevant as game progresses
Q: Why aren't you running the other vehicles you've left out?
A: Sky Skiff is easily crewed but has too low power/toughness while also lacking utility. Demolition Stomper isn't that bad as the power scales up well but it costs 6 while also needing more than Fumiko to crew it; Aradara Express more or less is taking its slot. Heart of Kiran needs either more planeswalkers or more pilots in general to make the vigilance mean anything. Also I'm unwilling to spend money on one.
Q: What about other pressure-creating cards like Rite of the Raging Storm and Curse of Bloodletting? Can't those fit in a deck that pushing your opponents to kill each other?
A: They can work, yes, but there's a balance. Even if you're non-combo, non-goblin mono red with a mediocre board you can still catch a lot of heat if you get too overt in handing out shotguns to everyone. Fumiko's greatest strength is how she can push a game's clock blatantly while everyone knows exactly what you're doing and what angles you want to play three turns before you act on them but everyone leaves you alone anyway because you're keeping the combo player's creatures tapped. You can still push that envelope too far and find yourself dead on the ground.
Any other questions, comments, concerns? Feel free to ask and I'll do my best to answer.
I think you should run Grenzo, Havoc Raiser. Fumiko forces people to attack, with Grenzo you force them attack each other. And sometimes you can get free stuff.
Dragonmaster Outcast crews you early and starts popping out Dragons if left unmolested.
I think you should run Grenzo, Havoc Raiser. Fumiko forces people to attack, with Grenzo you force them attack each other. And sometimes you can get free stuff.
Dragonmaster Outcast crews you early and starts popping out Dragons if left unmolested.
I really like this deck's idea.
Ooh, Grenzo seems like he has great value potential here.
I haven't don't a ton of testing yet so I'm not sure what I'd cut for an Outcast but I should probably have one on hand.
Lupine Prototype might be useful in this sort of deck. In fact, a lot of the "can't attack or block" cards would go well with Fumiko and vehicles. Goblin Goon, Goblin Mutant, Okk, Qal Sisma, Veteran Brawlers and Crumbling Colossus all have pretty decent stats for low mana costs for crewing vehicles. Additionally, I think you might have too many vehicles, as they don't do much without pilots, and you have nearly as many pilots as vehicles.
Lupine Prototype might be useful in this sort of deck. In fact, a lot of the "can't attack or block" cards would go well with Fumiko and vehicles. Goblin Goon, Goblin Mutant, Okk, Qal Sisma, Veteran Brawlers and Crumbling Colossus all have pretty decent stats for low mana costs for crewing vehicles. Additionally, I think you might have too many vehicles, as they don't do much without pilots, and you have nearly as many pilots as vehicles.
My biggest concern with these kinds of creatures is how much they cost compared to how difficult it is for them to block (as a backup plan) or maybe attack. Like I love Cinder Wall but Torpid Moloch is the same power for the same cost with an eventual option to attack. Does that make sense?
Lupine Prototype: Excellent power for cost but he most likely won't ever block. Goblin Goon: Solid power for cost. Was on an early buy list but eventually got nudged out. Goblin Mutant: Costs too much for the power. Okk: Great power for cost. Could likely attack well but is likely too finicky to block. I have one in case I simply want the power. Qal Sisma Behemoth: Solid power for initial cost and fine to attack but I don't want to pay 2 to get him to block. Might still sneak in if I put in a Demolition Stomper. Veteran Brawlers: Great power for cost. I like him more than the Behemoth because I can tap out for whatever reason I want and have him turn on as a secondary effect. Is noticeably worse on the attack, though. Crumbling Colossus: Costs too much for the power.
Also the reason I have so many vehicles is because 13 of the 15 of them can be solo crewed by Fumiko. Not all the pilots are created equal though, I'll certainly grant you that.
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Fumiko opens up combat so players can more easily run free at whoever they feel the most dangerous player is. Combo and control might take some shots at you but Fumiko hiding in a vehicle can typically trade well. If they throw weaker creatures at you those creatures will likely die. If they throw stronger creatures at you they'll make themselves a bigger target for having better creatures in play. Aggro will rarely take shots at you as you're probably the reason the combo and control players are open. Even if you're a danger to an aggro player, and your path to victory is through them in a one on one scenario, they'll still likely fight the combo and control players first as fighting them solo later is an even worse idea.
1 Fumiko the Lowblood
Planes, trains, and automobiles (15)
1 Aethersphere Harvester
1 Aradara Express
1 Ballista Charger
1 Bomat Bazaar Barge
1 Consulate Dreadnought
1 Cultivator's Caravan
1 Daredevil Dragster
1 Fleetwheel Cruiser
1 Irontread Crusher
1 Mobile Garrison
1 Ovalchase Dragster
1 Renegade Freighter
1 Skysovereign, Consul Flagship
1 Smuggler's Copter
1 Untethered Express
Other artifact utility (7)
1 Commander's Sphere
1 Darksteel Ingot
1 Mind Stone
1 Seer's Lantern
1 Sol Ring
1 Sunstone
1 Wayfarer's Bauble
1 Inventors' Fair
1 Scrying Sheets
34 Snow-Covered Mountain
1 Valakut, the Molten Pinnacle
Pilots (13)
1 Felhide Spiritbinder
1 Kazuul, Tyrant of the Cliffs
1 Rage Nimbus
1 Reckless Racer
1 Slumbering Dragon
1 Solemn Simulacrum
1 Speedway Fanatic
1 Spireside Infiltrator
1 Torpid Moloch
1 Treasure Keeper
1 Veteran Brawlers
1 Wall of Razors
1 Wall of Torches
Battlefield Enhancers (TM) (3)
1 Boldwyr Heavyweights
1 Hunted Dragon
1 Varchild's War-Riders
Instant (4)
1 Chaos Warp
1 Fateful Showdown
1 Lightning Bolt
1 Volcanic Offering
1 Dictate of the Twin Gods
1 Furnace of Rath
1 Glacial Crevasses
1 Siege Modification
Sorcery (14)
1 Blasphemous Act
1 Chain Reaction
1 Gamble
1 Indomitable Creativity
1 Insurrection
1 Madcap Experiment
1 Magmatic Insight
1 Recoup
1 Ruination
1 Start Your Engines
1 Tormenting Voice
1 Trash for Treasure
1 Wheel of Fortune
1 Wild Guess
Planeswalker (2)
1 Chandra, Flamecaller
1 Daretti, Scrap Savant
Basic questions and answers
Q: Why aren't you going W/R with Depala, Pilot Exemplar?
A: Depala has different card demands that aren't as interesting to me. She has the same basic gameplan as Fumiko to stretch the game a bit, coordinate with aggro to eliminate combo and control, and then take out the aggro on favorable terms. However if she attacks she needs defensive cards to protect herself on the backswing and if she defends she needs some way to direct offense onto the high priority players. There's nothing wrong with that need but I'd rather have the offense and defense always on hand while needing to find value in my deck.
tl;dr: Depala = base value, needs to turn that into consistent offense and defense to push the game's flow
Fumiko = base offense and defense, needs to draw into value to stay relevant as game progresses
Q: Why aren't you running the other vehicles you've left out?
A: Sky Skiff is easily crewed but has too low power/toughness while also lacking utility. Demolition Stomper isn't that bad as the power scales up well but it costs 6 while also needing more than Fumiko to crew it; Aradara Express more or less is taking its slot. Heart of Kiran needs either more planeswalkers or more pilots in general to make the vigilance mean anything. Also I'm unwilling to spend money on one.
Q: What about other pressure-creating cards like Rite of the Raging Storm and Curse of Bloodletting? Can't those fit in a deck that pushing your opponents to kill each other?
A: They can work, yes, but there's a balance. Even if you're non-combo, non-goblin mono red with a mediocre board you can still catch a lot of heat if you get too overt in handing out shotguns to everyone. Fumiko's greatest strength is how she can push a game's clock blatantly while everyone knows exactly what you're doing and what angles you want to play three turns before you act on them but everyone leaves you alone anyway because you're keeping the combo player's creatures tapped. You can still push that envelope too far and find yourself dead on the ground.
Any other questions, comments, concerns? Feel free to ask and I'll do my best to answer.
Dragonmaster Outcast crews you early and starts popping out Dragons if left unmolested.
I really like this deck's idea.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
Ooh, Grenzo seems like he has great value potential here.
I haven't don't a ton of testing yet so I'm not sure what I'd cut for an Outcast but I should probably have one on hand.
Thank you for the suggestions~
Club Flamingo Wins: 1!
My biggest concern with these kinds of creatures is how much they cost compared to how difficult it is for them to block (as a backup plan) or maybe attack. Like I love Cinder Wall but Torpid Moloch is the same power for the same cost with an eventual option to attack. Does that make sense?
Lupine Prototype: Excellent power for cost but he most likely won't ever block.
Goblin Goon: Solid power for cost. Was on an early buy list but eventually got nudged out.
Goblin Mutant: Costs too much for the power.
Okk: Great power for cost. Could likely attack well but is likely too finicky to block. I have one in case I simply want the power.
Qal Sisma Behemoth: Solid power for initial cost and fine to attack but I don't want to pay 2 to get him to block. Might still sneak in if I put in a Demolition Stomper.
Veteran Brawlers: Great power for cost. I like him more than the Behemoth because I can tap out for whatever reason I want and have him turn on as a secondary effect. Is noticeably worse on the attack, though.
Crumbling Colossus: Costs too much for the power.
Also the reason I have so many vehicles is because 13 of the 15 of them can be solo crewed by Fumiko. Not all the pilots are created equal though, I'll certainly grant you that.