So first time trying a deck in RWU and looking through my stuff I found quite a few cards that trigger when you smack someone. SO I tried to build a deck to the theme of combat and combat and some more combat using creatures that have good effects when they land a hit as well as creatures that can help hit more often through extra combat steps and double strike.
Numot, the Devastator - Hits hard and gets to shotgun any two land for 2R when someone gets smacked. A great way to take a someone down a notch or deal with problem utility lands. Medomai the Ageless - Hitting with him can give a crazy advantage that other creatures can take advantage of and he just goes nuts with double strike or extra combat phases. Niv-Mizzet, Dracogenius - A strong body with evasion and a mana sync that can remove small creatures or be turned into direct card advantage. Awesome with Sword of Feast and Famine. Drogskol Reaver - Great Sword carrier with evasion and a sweet draw ability. Pairs well with Umezawa's Jitte, Sword of Light and Shadow, Sword of War and Peace. Also takes advantage of a few other cards like Daxos of Meletis, Augury Adept and any other creature with Batterskull. Daxos of Meletis - A very hard to block creature and with equipment it can be almost impossible to block him favorably, also nice to get a card off the top from whoever he hits. Thada Adel, Acquisitor - great for taking rocks to ramp or even just removing combo pieces so you don't have to deal with them later. Also the evasion is pretty nice and makes her a great sword carrier. Augury Adept - card draw with a bit of lifegain. Hellkite Tyrant - Taking mana rocks and equipment as well as the occasional creature is nice and if you steal enough he can win the game on the spot. Markov Blademaster - A heavy beater that can get really crazy very fast and loves to be holding onto swords. Sword of Feast and Famine - Good colors of protection and can be really strong ramp when it hits as well as hindering your target some. Sword of Fire and Ice - Awesome on hit ability to draw a card and either remove a utility creature or punch a little more damage through. Sword of Light and Shadow - Protection from colors that are heavy in removal and helps get back creatures when it connects with a splash of lifegain for a nice bonus. Sword of War and Peace - Protection from two colors that are pretty heavy in removal and the damage buff + life gain can help close out the game quickly. Umezawa's Jitte - Awesome equipment that can buff or help remove other creatures and if need be add some life as a buffer. Even better it doesn't have to hit a player you get counters counters from any combat damage so with a creature that has vigilance you can block and get counters to. Bident of Thassa - great card draw and can help make sure someone is open for an attack in a pinch. Cephalid Constable - Sweet effect and gets absurd with any pump, extra fun with Sword of War and Peace.
Aurelia, the Warleader - An extra combat step every turn. Scourge of the Throne - Another way to get an extra combat step and gets bigger when Silverblade Paladin - Can hand out double strike and also gives it to himself which makes him great for holding swords. Godo, Bandit Warlord - Brings a nice toy with him when he enters and gives an extra combat step to himself and anyone with vigilance. Akroma's Memorial - A crazy list of buffs that makes everything hard to block and lets them swing right off the bat. Heliod, God of the Sun - Can pump out sword carriers and gives the whole board vigilance. True Conviction - Double for all is the main benefit but the lifegain is nice and can make Drogskol Reaver even better since each creature hitting will trigger his effect. Savage Beating - A truly fun way to ruin someones day for 4RRR this spell can knock someone out easy. Boros Charm - Double strike can let many of my things trigger twice. Cryptic Command - In addition to it's other abilities it can open up the field for attackers to get through. Time Warp - Extra turn to help get more triggers or in a pinch to recover. Waves of Aggression - Gives me an extra combat step and can turn any land after it's in the yard into itself. Venser, the Sojourner - Can make the whole team unblockable or let me reuse an ETB effect. Ajani, Caller of the Pride - Can pump or give anyone double strike. Slayers' Stronghold - A small buff plus haste and vigilance. Lightning Greaves - Haste and protection for a free. Swiftfoot Boots - Haste and protection for a low price.
Austere Command - Strong flexible board wipe Catastrophe - With a finisher out I can nuke the lands or if I'm really behind I can use it to get rid of opposing threats. Terminus - Mass tuck and sometimes very cheap, easy to make that way with Sensei's Divining Top. Cataclysm - Another way to close out the game, usually try to leave a strong creature and a decent piece of equipment. Strip Mine - Gets rid of problem lands Cyclonic Rift - A good way to soft reset a board that gets to crazy or to remove defenses to finish people off. Cryptic Command - A counter spell that can leave someone ope, remove a problem or replace it self. Return to Dust - Two for one and can deal with gods. Swords to Plowshares - Great A Spot removal. Path to Exile - Great A Spot removal . Counterflux - A counter spell that just says no and can be grabbed with Sunforger.
Serra Ascendant - A strong early beater with evasion that carries equipment well. Strionic Resonator - Get two uses out of a combat trigger or an ETB effect. Sensei's Divining Top - Draw fixing that is very difficult to remove. Boros Charm - Making something hit twice, doing 4 damage to a planeswalker or saving my stuff from a wipe. Fact or Fiction - Card draw that digs really deep. Jeskai Ascendancy - A card that gives a decent buff and can help filter through the deck. Sun Titan - A huge beater that can pull back most of my equipment and some creatures.
Stonehewer Giant - A bit expensive but can pull my strong equips out and the vigilance is a nice bonus. Godo, Bandit Warlord - Puts equipment right into play and can enable extra combat triggers. Stoneforge Mystic - Searches equipment and cheats it into play. Tithe - Can help color fix or grab Mistveil Plains. Mystical Tutor - Pull out any answer spell. Enlightened Tutor - Get any equipment or ramp. Tezzeret the Seeker - Can ramp by getting the artifact lands or by untapping them or rocks as well as getting equipment when needed. Sunforger - Huge power buff with crazy utility.
Sol Ring - One ring to rule them all. Coalition Relic - Great fixing and can ramp for two in one turn every other turn. Azorius Signet - Solid 2 drop color fixing rock. Boros Signet - Solid 2 drop color fixing rock. Izzet Signet - Solid 2 drop color fixing rock. Boros Keyrune - Color fixing that can pick up swords and do heavy damage to an open player. Azorius Keyrune - Color fixing and the ability to turn into an evasive creature. Chromatic Lantern - Crazy color fixing rock that also ramps you 1.
Currently testing out Cephalid Constable in place of Urabrask the Hidden. Haste is nice but pumping him up with some equipment seems strong. In the last game I played Thada pulled a ton of weight with just Sunforger and Sword of Fire and Ice.
I'm digging your list. I was really excited for the new Raka general, then narset came out decidedly creature unfriendly. I want to play dudes! after playing a few games, any cards jump out at you?
So far anything that gives extra combat steps has been amazing even Godo since if other creatures have vigilance then they still get to attack with him in the bonus attack phase. Thada Adel, Acquisitor has probably been one of the strongest creatures in the deck since in most games to at least one person she is unblockable and can take combo pieces out of decks or ramp by taking sol rings.
Been a while since I messed with this list but I'm looking to make room to test out Dream Pillager and Dragonlord Ojutai. I think those are the only cards that have come out recently that fit this build.
Been a while since I messed with this list but I'm looking to make room to test out Dream Pillager and Dragonlord Ojutai. I think those are the only cards that have come out recently that fit this build.
What about Blade of Selves? Seems pretty perfect for this deck.
Broodbirth Viper might not be good enough to make the deck, but it might be fun enough to give a shot.
Flamerush Rider's not quite as new, but it seems fun. Might be too fragile though.
So first time trying a deck in RWU and looking through my stuff I found quite a few cards that trigger when you smack someone. SO I tried to build a deck to the theme of combat and combat and some more combat using creatures that have good effects when they land a hit as well as creatures that can help hit more often through extra combat steps and double strike.
Numot, the Devastator - Hits hard and gets to shotgun any two land for 2R when someone gets smacked. A great way to take a someone down a notch or deal with problem utility lands. Medomai the Ageless - Hitting with him can give a crazy advantage that other creatures can take advantage of and he just goes nuts with double strike or extra combat phases. Niv-Mizzet, Dracogenius - A strong body with evasion and a mana sync that can remove small creatures or be turned into direct card advantage. Awesome with Sword of Feast and Famine. Drogskol Reaver - Great Sword carrier with evasion and a sweet draw ability. Pairs well with Umezawa's Jitte, Sword of Light and Shadow, Sword of War and Peace. Also takes advantage of a few other cards like Daxos of Meletis, Augury Adept and any other creature with Batterskull. Daxos of Meletis - A very hard to block creature and with equipment it can be almost impossible to block him favorably, also nice to get a card off the top from whoever he hits. Thada Adel, Acquisitor - great for taking rocks to ramp or even just removing combo pieces so you don't have to deal with them later. Also the evasion is pretty nice and makes her a great sword carrier. Augury Adept - card draw with a bit of lifegain. Hellkite Tyrant - Taking mana rocks and equipment as well as the occasional creature is nice and if you steal enough he can win the game on the spot. Markov Blademaster - A heavy beater that can get really crazy very fast and loves to be holding onto swords. Sword of Feast and Famine - Good colors of protection and can be really strong ramp when it hits as well as hindering your target some. Sword of Fire and Ice - Awesome on hit ability to draw a card and either remove a utility creature or punch a little more damage through. Sword of Light and Shadow - Protection from colors that are heavy in removal and helps get back creatures when it connects with a splash of lifegain for a nice bonus. Sword of War and Peace - Protection from two colors that are pretty heavy in removal and the damage buff + life gain can help close out the game quickly. Umezawa's Jitte - Awesome equipment that can buff or help remove other creatures and if need be add some life as a buffer. Even better it doesn't have to hit a player you get counters counters from any combat damage so with a creature that has vigilance you can block and get counters to. Bident of Thassa - great card draw and can help make sure someone is open for an attack in a pinch. Cephalid Constable - Sweet effect and gets absurd with any pump, extra fun with Sword of War and Peace.
Aurelia, the Warleader - An extra combat step every turn. Scourge of the Throne - Another way to get an extra combat step and gets bigger when Silverblade Paladin - Can hand out double strike and also gives it to himself which makes him great for holding swords. Godo, Bandit Warlord - Brings a nice toy with him when he enters and gives an extra combat step to himself and anyone with vigilance. Akroma's Memorial - A crazy list of buffs that makes everything hard to block and lets them swing right off the bat. Heliod, God of the Sun - Can pump out sword carriers and gives the whole board vigilance. True Conviction - Double for all is the main benefit but the lifegain is nice and can make Drogskol Reaver even better since each creature hitting will trigger his effect. Savage Beating - A truly fun way to ruin someones day for 4RRR this spell can knock someone out easy. Boros Charm - Double strike can let many of my things trigger twice. Cryptic Command - In addition to it's other abilities it can open up the field for attackers to get through. Time Warp - Extra turn to help get more triggers or in a pinch to recover. Waves of Aggression - Gives me an extra combat step and can turn any land after it's in the yard into itself. Venser, the Sojourner - Can make the whole team unblockable or let me reuse an ETB effect. Ajani, Caller of the Pride - Can pump or give anyone double strike. Slayers' Stronghold - A small buff plus haste and vigilance. Lightning Greaves - Haste and protection for a free. Swiftfoot Boots - Haste and protection for a low price.
Austere Command - Strong flexible board wipe Catastrophe - With a finisher out I can nuke the lands or if I'm really behind I can use it to get rid of opposing threats. Terminus - Mass tuck and sometimes very cheap, easy to make that way with Sensei's Divining Top. Cataclysm - Another way to close out the game, usually try to leave a strong creature and a decent piece of equipment. Strip Mine - Gets rid of problem lands Cyclonic Rift - A good way to soft reset a board that gets to crazy or to remove defenses to finish people off. Cryptic Command - A counter spell that can leave someone ope, remove a problem or replace it self. Return to Dust - Two for one and can deal with gods. Swords to Plowshares - Great A Spot removal. Path to Exile - Great A Spot removal . Counterflux - A counter spell that just says no and can be grabbed with Sunforger.
Serra Ascendant - A strong early beater with evasion that carries equipment well. Strionic Resonator - Get two uses out of a combat trigger or an ETB effect. Sensei's Divining Top - Draw fixing that is very difficult to remove. Boros Charm - Making something hit twice, doing 4 damage to a planeswalker or saving my stuff from a wipe. Fact or Fiction - Card draw that digs really deep. Jeskai Ascendancy - A card that gives a decent buff and can help filter through the deck. Sun Titan - A huge beater that can pull back most of my equipment and some creatures.
Stonehewer Giant - A bit expensive but can pull my strong equips out and the vigilance is a nice bonus. Godo, Bandit Warlord - Puts equipment right into play and can enable extra combat triggers. Stoneforge Mystic - Searches equipment and cheats it into play. Tithe - Can help color fix or grab Mistveil Plains. Mystical Tutor - Pull out any answer spell. Enlightened Tutor - Get any equipment or ramp. Tezzeret the Seeker - Can ramp by getting the artifact lands or by untapping them or rocks as well as getting equipment when needed. Sunforger - Huge power buff with crazy utility.
Sol Ring - One ring to rule them all. Coalition Relic - Great fixing and can ramp for two in one turn every other turn. Azorius Signet - Solid 2 drop color fixing rock. Boros Signet - Solid 2 drop color fixing rock. Izzet Signet - Solid 2 drop color fixing rock. Boros Keyrune - Color fixing that can pick up swords and do heavy damage to an open player. Azorius Keyrune - Color fixing and the ability to turn into an evasive creature. Chromatic Lantern - Crazy color fixing rock that also ramps you 1.
I have a similar list to yours, only I use Ruhan of the Fomori as my commander. It's a much faster clock. Prophetic Flamespeaker seems to be what you're looking for. Built-in double strike, a card-drawing ability, and did I mention built-in double strike? Oh yeah, it also has trample to make combat easier. Suffocating Blast should be in any Sunforger package. Unconditional counter plus creature removal. Card is the balls.
Not a fan of Godo. He doesn't untap anything besides himself unless you're on tribal Samurai, which basically means he's a 6cmc tutor with a 3/3 body thrown in. Not good enough IMO.
What makes you want to run Numot as opposed to Ruhan?
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Creatures(18)
1 Aurelia, the Warleader
1 Medomai the Ageless
1 Scourge of the Throne
1 Niv-Mizzet, Dracogenius
1 Drogskol Reaver
1 Daxos of Meletis
1 Thada Adel, Acquisitor
1 Stoneforge Mystic
1 Augury Adept
1 Silverblade Paladin
1 Sun Titan
1 Hellkite Tyrant
1 Markov Blademaster
1 Stonehewer Giant
1 Godo, Bandit Warlord
1 Heliod, God of the Sun
1 Cephalid Constable
1 Serra Ascendant
Artifacts(20)
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Sword of War and Peace
1 Umezawa's Jitte
1 Batterskull
1 Sunforger
1 Lightning Greaves
1 Swiftfoot Boots
1 Strionic Resonator
1 Sol Ring
1 Coalition Relic
1 Azorius Signet
1 Boros Signet
1 Izzet Signet
1 Boros Keyrune
1 Azorius Keyrune
1 Chromatic Lantern
1 Sensei's Divining Top
1 Akroma's Memorial
1 Jeskai Ascendancy
1 Bident of Thassa
1 True Conviction
Instants(12)
1 Counterflux
1 Savage Beating
1 Path to Exile
1 Swords to Plowshares
1 Return to Dust
1 Boros Charm
1 Tithe
1 Fact or Fiction
1 Mystical Tutor
1 Cryptic Command
1 Cyclonic Rift
1 Enlightened Tutor
Sorceries(6)
1 Time Warp
1 Waves of Aggression
1 Austere Command
1 Catastrophe
1 Terminus
1 Cataclysm
Planeswalkers(3)
1 Venser, the Sojourner
1 Ajani, Caller of the Pride
1 Tezzeret the Seeker
Land(37)
1 Mistveil Plains
1 Strip Mine
1 Tolaria West
1 Seat of the Synod
1 Ancient Den
1 Great Furnace
1 Academy Ruins
1 Slayers' Stronghold
1 Tundra
1 Volcanic Island
1 Plateau
1 Hallowed Fountain
1 Steam Vents
1 Sacred Foundry
1 Flooded Strand
1 Scalding Tarn
1 Arid Mesa
1 Mystic Gate
1 Cascade Bluffs
1 Rugged Prairie
1 Reflecting Pool
1 Command Tower
1 Ancient Tomb
1 Celestial Colonnade
5 Plains
4 Mountain
4 Island
Numot, the Devastator - Hits hard and gets to shotgun any two land for 2R when someone gets smacked. A great way to take a someone down a notch or deal with problem utility lands.
Medomai the Ageless - Hitting with him can give a crazy advantage that other creatures can take advantage of and he just goes nuts with double strike or extra combat phases.
Niv-Mizzet, Dracogenius - A strong body with evasion and a mana sync that can remove small creatures or be turned into direct card advantage. Awesome with Sword of Feast and Famine.
Drogskol Reaver - Great Sword carrier with evasion and a sweet draw ability. Pairs well with Umezawa's Jitte, Sword of Light and Shadow, Sword of War and Peace. Also takes advantage of a few other cards like Daxos of Meletis, Augury Adept and any other creature with Batterskull.
Daxos of Meletis - A very hard to block creature and with equipment it can be almost impossible to block him favorably, also nice to get a card off the top from whoever he hits.
Thada Adel, Acquisitor - great for taking rocks to ramp or even just removing combo pieces so you don't have to deal with them later. Also the evasion is pretty nice and makes her a great sword carrier.
Augury Adept - card draw with a bit of lifegain.
Hellkite Tyrant - Taking mana rocks and equipment as well as the occasional creature is nice and if you steal enough he can win the game on the spot.
Markov Blademaster - A heavy beater that can get really crazy very fast and loves to be holding onto swords.
Sword of Feast and Famine - Good colors of protection and can be really strong ramp when it hits as well as hindering your target some.
Sword of Fire and Ice - Awesome on hit ability to draw a card and either remove a utility creature or punch a little more damage through.
Sword of Light and Shadow - Protection from colors that are heavy in removal and helps get back creatures when it connects with a splash of lifegain for a nice bonus.
Sword of War and Peace - Protection from two colors that are pretty heavy in removal and the damage buff + life gain can help close out the game quickly.
Umezawa's Jitte - Awesome equipment that can buff or help remove other creatures and if need be add some life as a buffer. Even better it doesn't have to hit a player you get counters counters from any combat damage so with a creature that has vigilance you can block and get counters to.
Bident of Thassa - great card draw and can help make sure someone is open for an attack in a pinch.
Cephalid Constable - Sweet effect and gets absurd with any pump, extra fun with Sword of War and Peace.
Aurelia, the Warleader - An extra combat step every turn.
Scourge of the Throne - Another way to get an extra combat step and gets bigger when
Silverblade Paladin - Can hand out double strike and also gives it to himself which makes him great for holding swords.
Godo, Bandit Warlord - Brings a nice toy with him when he enters and gives an extra combat step to himself and anyone with vigilance.
Akroma's Memorial - A crazy list of buffs that makes everything hard to block and lets them swing right off the bat.
Heliod, God of the Sun - Can pump out sword carriers and gives the whole board vigilance.
True Conviction - Double for all is the main benefit but the lifegain is nice and can make Drogskol Reaver even better since each creature hitting will trigger his effect.
Savage Beating - A truly fun way to ruin someones day for 4RRR this spell can knock someone out easy.
Boros Charm - Double strike can let many of my things trigger twice.
Cryptic Command - In addition to it's other abilities it can open up the field for attackers to get through.
Time Warp - Extra turn to help get more triggers or in a pinch to recover.
Waves of Aggression - Gives me an extra combat step and can turn any land after it's in the yard into itself.
Venser, the Sojourner - Can make the whole team unblockable or let me reuse an ETB effect.
Ajani, Caller of the Pride - Can pump or give anyone double strike.
Slayers' Stronghold - A small buff plus haste and vigilance.
Lightning Greaves - Haste and protection for a free.
Swiftfoot Boots - Haste and protection for a low price.
Austere Command - Strong flexible board wipe
Catastrophe - With a finisher out I can nuke the lands or if I'm really behind I can use it to get rid of opposing threats.
Terminus - Mass tuck and sometimes very cheap, easy to make that way with Sensei's Divining Top.
Cataclysm - Another way to close out the game, usually try to leave a strong creature and a decent piece of equipment.
Strip Mine - Gets rid of problem lands
Cyclonic Rift - A good way to soft reset a board that gets to crazy or to remove defenses to finish people off.
Cryptic Command - A counter spell that can leave someone ope, remove a problem or replace it self.
Return to Dust - Two for one and can deal with gods.
Swords to Plowshares - Great A Spot removal.
Path to Exile - Great A Spot removal .
Counterflux - A counter spell that just says no and can be grabbed with Sunforger.
Serra Ascendant - A strong early beater with evasion that carries equipment well.
Strionic Resonator - Get two uses out of a combat trigger or an ETB effect.
Sensei's Divining Top - Draw fixing that is very difficult to remove.
Boros Charm - Making something hit twice, doing 4 damage to a planeswalker or saving my stuff from a wipe.
Fact or Fiction - Card draw that digs really deep.
Jeskai Ascendancy - A card that gives a decent buff and can help filter through the deck.
Sun Titan - A huge beater that can pull back most of my equipment and some creatures.
Stonehewer Giant - A bit expensive but can pull my strong equips out and the vigilance is a nice bonus.
Godo, Bandit Warlord - Puts equipment right into play and can enable extra combat triggers.
Stoneforge Mystic - Searches equipment and cheats it into play.
Tithe - Can help color fix or grab Mistveil Plains.
Mystical Tutor - Pull out any answer spell.
Enlightened Tutor - Get any equipment or ramp.
Tezzeret the Seeker - Can ramp by getting the artifact lands or by untapping them or rocks as well as getting equipment when needed.
Sunforger - Huge power buff with crazy utility.
Sol Ring - One ring to rule them all.
Coalition Relic - Great fixing and can ramp for two in one turn every other turn.
Azorius Signet - Solid 2 drop color fixing rock.
Boros Signet - Solid 2 drop color fixing rock.
Izzet Signet - Solid 2 drop color fixing rock.
Boros Keyrune - Color fixing that can pick up swords and do heavy damage to an open player.
Azorius Keyrune - Color fixing and the ability to turn into an evasive creature.
Chromatic Lantern - Crazy color fixing rock that also ramps you 1.
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
What about Blade of Selves? Seems pretty perfect for this deck.
Broodbirth Viper might not be good enough to make the deck, but it might be fun enough to give a shot.
Flamerush Rider's not quite as new, but it seems fun. Might be too fragile though.
Whatever I build from my Box-o-EDH stuff
Legacy
Sneak and Show
UR Delver
Scapeshift Nic Fit
Modern
Merfolk
I have a similar list to yours, only I use Ruhan of the Fomori as my commander. It's a much faster clock. Prophetic Flamespeaker seems to be what you're looking for. Built-in double strike, a card-drawing ability, and did I mention built-in double strike? Oh yeah, it also has trample to make combat easier.
Suffocating Blast should be in any Sunforger package. Unconditional counter plus creature removal. Card is the balls.
Not a fan of Godo. He doesn't untap anything besides himself unless you're on tribal Samurai, which basically means he's a 6cmc tutor with a 3/3 body thrown in. Not good enough IMO.
What makes you want to run Numot as opposed to Ruhan?