Rackdos Cackler seems good, but I don't know about the drawbacks of Unleashed. It's too "all or nothing", where it loses it's function if your opponent drops threats.
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"If you don't wear your seatbelt, the police will shoot you in the head."
- To my youngest sister when she was 6.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
Rackdos Cackler seems good, but I don't know about the drawbacks of Unleashed. It's too "all or nothing", where it loses it's function if your opponent drops threats.
I would like him but we already have a 2/1 creature that doesnt block and we dont play him Tattermunge Maniac
I would like him but we already have a 2/1 creature that doesnt block and we dont play him Tattermunge Maniac
RUG can't kill two Cacklers with a Forked Bolt, where they can kill two Maniacs. Even so... yeah... wish he had haste like Shred Freak. Without haste he's like a Shock you can't play on your first turn. At best. Just not quite enough.
His maindeck isn't much different different from mine, except i believe it to be slower. However, I think his sideboard is interesting, as he forgoes any graveyard hate. Many choices I haven't considered in a while..
I'm loving the Searing Blaze. I had never considered it before. It's quite strong, provided you have a land drop that is. He eschews the graveyard hate in favor of the proactive route of Ensnaring Bridge, which also works well against other decks. I don't quite understand how necessary the Vexing Shusher is though.
Deathrite Shaman is crazy. At it's absolute worse, it gains you life. It can give you up to three mana on turn two, which allows you to play more expensive Burn, or just more Burn. After playing said Burn, it can hit your opponent for two by exiling just one of them, as opposed to two for Grim Lavamancer.
The important thing to note is that all of it's ability can remove things from your opponent's graveyard as well as your own. Knight of the Reliquary is just a 2/2 without any lands to fuel it, and well within Bolt range, which you conveniently have the mana to cast. SCM can't Flashback your new Shock. Reanimator can't return a fatty that isn't there.
Shaman might now be worth the splash for black on it's own, but it just does everything you want against other decks, while still doing what you want a creature in Burn to do. I'm definitely going to try it out for the second ability, and maybe try Blightning with it because of the first ability.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
Deathrite Shaman is crazy. At it's absolute worse, it gains you life. It can give you up to three mana on turn two, which allows you to play more expensive Burn, or just more Burn. After playing said Burn, it can hit your opponent for two by exiling just one of them, as opposed to two for Grim Lavamancer.
The important thing to note is that all of it's ability can remove things from your opponent's graveyard as well as your own. Knight of the Reliquary is just a 2/2 without any lands to fuel it, and well within Bolt range, which you conveniently have the mana to cast. SCM can't Flashback your new Shock. Reanimator can't return a fatty that isn't there.
Shaman might now be worth the splash for black on it's own, but it just does everything you want against other decks, while still doing what you want a creature in Burn to do. I'm definitely going to try it out for the second ability, and maybe try Blightning with it because of the first ability.
You can't gain life from it unless you splash green, but still, I think you're absolutely right. He could really rake in some damage.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
Deathrite Shaman is crazy. At it's absolute worse, it gains you life. It can give you up to three mana on turn two, which allows you to play more expensive Burn, or just more Burn. After playing said Burn, it can hit your opponent for two by exiling just one of them, as opposed to two for Grim Lavamancer.
The important thing to note is that all of it's ability can remove things from your opponent's graveyard as well as your own. Knight of the Reliquary is just a 2/2 without any lands to fuel it, and well within Bolt range, which you conveniently have the mana to cast. SCM can't Flashback your new Shock. Reanimator can't return a fatty that isn't there.
Shaman might now be worth the splash for black on it's own, but it just does everything you want against other decks, while still doing what you want a creature in Burn to do. I'm definitely going to try it out for the second ability, and maybe try Blightning with it because of the first ability.
After going on about Deathrite Shaman and how promising it will be in my other pet deck, The Gate, I never consider it burn. You outlined all it can do above, which is pretty amazing for a one drop. But at the end of the it will be used as a Grim Lavamancer that cannot hit weenies before Umezawa's Jitte is being equipped. So the question I submit is, would we splash for Mancer(The most comparable card and also the spot it would take, for me atleast)?
However, I'm very interested in hearing some test results!
As for Keldon Marauders, I think they're good - but 4 seems a bit excessive unless you're in a dredge or creature-less heavy meta (which is rarely the case). Like you said, they're decent - but not 'good'.
Unless there's a lot of storm or tribal decks in your meta, do you really need 3 pyrostatic pillars in your SB? Do you use them often?
Show and Tell/Sneak and reanimator decks are very common in my meta.. This is why I splashed white for 2 cards that help me win games:
and this card won me sooooo many games, no one expects this at all:
Boros Fury-Shield - Hilarious card! People always get extremely confident and swing with a griselbrand or an Iona (stopping red spells).. Use this on them and boom.. 7 damage and I take no damage. GG.
I am going with 4 Keldon Marauders, because I don't have much else in the way of that slot. I could go with Searing Blaze, or I could go with more Sulfuric Vortex and Volcanic Fallout. Searing Blaze is pretty solid, but I would lean towards the Volcanic Fallout and Sulfuric Vortex option; Delver gives me more problems than Maverick does, and most creatures Maverick throw at us die easily to spot removal. (Only 'bad' trade I've had recently is a 2-for-2 involving Knight of the Reliquary) It might be moot though in a few weeks, when Ash Zealot gets heavily tested in it's place.
Pyrostatic Pillar is in the board, mainly against Storm, but is also handy against most decks in the format. (Most decks rely heavily on spells costing between 0-3, justifying it's slot.) It is particularly clutch in the mirror, removing dead cards like Price of Progress from the deck, as well as punishing Burn decks with less than 12 creatures. (Added bonus of punishing cards like Hellspark Elemental twice.)
Oblivion Ring is pretty nice against Show and Tell. I would be tempted to run either Oblivion Ring or Gilded Drake against them, but I can't afford 1-2 Plateau or Volcanic Island to justify their use. If I ran Steam Vents or Sacred Foundry, it would also work quite well. The 2 life loss can be problematic at times, but I have the fetches to support a splash in my deck if I see Show and Tell decks to be heavily played in the Legacy tournament on Friday. I'd probably have to go with Oblivion Ring, as it would be hard to find 4 Gilded Drake for this purpose, and W splashes better with R.
Congrats. Did you cut Flame Rift on purpose for Volcanic Fallouts? I play with similar setup but instead 4x Keldon Marauders, I go with 2 KM and 2 Hellspark Elemental. Maybe Hellspark isn't very good, but you can always unearth when you have nothing better to cast, unearthed sometimes can finish games especially if you play with volcanic fallout to make room for his charge
I never ran Flame Rift to begin with. I personally don't like it, and I haven't run flame Rift over cards like Magma Jet for quite a long time now. (Magma Jet doesn't make my list nowadays, due to the fact that it's a little too slow for the current meta.) It is also anti-synergy with cards like Arid Mesa and Grim Lavamancer, as well as putting us in danger against aggressive decks like Maverick/Elves/Merfolk/Deadguy which we normally are somewhat-to-very favoured against. It also means ANT/Storm decks need to top at 8 spells. (Much easier than trying to resolve 10.)
Keldon Marauders are only good in three scenarios. The first scenario is on an empty board, the second is after Volcanic Fallout. If we're really lucky, the third is when you can stymie your opponent with a creature like Goblin Guide or Qasali Pridemage on their turn, but most of the time they simply use removal like Lightning Bolt or Swords to Plowshares and swing. Every other time, it is strictly worse than Magma Jet. Hellspark Elemental falls into the same category unfortunately. They are good cards; but they are only good against decks we beat already, and bad against decks we lose to. Either Searing Blaze or Lightning Helix (if I splash for Oblivion Ring) are what I'd put in it's place.
Would running 8 creatures be too low on the threat density though? (Especially as I would be running Vexing Devil in lieu of finding 2 more Grim Lavamancers.) I do like Patrick Sullivan's list, and would contemplate putting in Ensnaring Bridges in the board for Show and Tell/Reanimator match-ups. However, I feel that in order to win those matches, we have to utilise cards like Oblivion Ring or Gilded Drake to beat them into submission. Oblivion Ring is better against Sneak Attack-based decks, but Gilded Drake is both better against every other creature it can target, and also is quite good against Reanimator. The only problem for us is that we can't target Emrakul, the Aeons Torn, which leaves only the option of bending over against it.
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Eternal Masters 2015 Legacy Champion. Has an unnatural love towards perfectly reasonable respect for Lightning Bolt.
12 Fetchlands - You want to drop Deathrite Shaman early, and fuel it. Extra Fetchlands still produce mana with it, so why not run as many as you can?
4 Badlands - It doesn't matter if your opponent uses Wasteland on it, because Shaman can still produce B after you cast it.
4 Ash Zealot - I just wanted to try it out.
4 Bump in the Night - Splashing B just for Deathrite Shaman didn't seem right.
Just from a few games, Shaman is proving not just good, but stupid good. It's like Grim Lavamancer, but without a down time. As soon as the summoning sickness wears off, it will always be able to do something, be it ramp, or an extra two to the dome. If you have multiples, you can even gain life.
Casting it turn one gives you three mana turn two, which doesn't seem like much, but allowing you to cast up to three spells turn two feeds the second ability perfectly. Having Ash Zealot and Goblin Guide make it so dropping it turn one doesn't slow you down as much as it should. I expect the ability to produce any color of mana will open up the sideboard a lot.
The second ability, the real reason to run it, is amazing as expected. The ability to feed of your opponents spells is insane. If they counter anything you play, you not only get value out of the spell you lost, but you also get value out of what they used on you.
The last ability, even though it doesn't come up often (you need two copies of Shaman to naturally fuel it), is still decent. It shrinks Goyf, and reduces the impact of the Fetchlands and Flame Rift. I can see side boarding in a source of green against Reanimator, to keep eating their targets.
I might try running it with Grim Lavamancer, because Shaman doesn't interfere with it. Most opponents play cards that Shaman can use to fuel it's abilities.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
How has Ash Zealot been testing out, especially with Deathrite Shaman? I'd imagine the two are somewhat antisynergistic with each other (Deathrite Shaman can take away Zealot targets).
If it proves to be as good as I think it is, then we can really change up the sideboard. The ability to produce one mana of any color as early as turn two opens up so many options. It really gives us an edge over decks like Dredge, because we have Fallout mana ready, and can pick away at any problem creatures they dredge.
How has Ash Zealot been testing out, especially with Deathrite Shaman? I'd imagine the two are somewhat antisynergistic with each other (Deathrite Shaman can take away Zealot targets).
Better than you'd expect. Ash Zealot's ability rarely comes up, unless you want it, or against Storm. Shaman removes the problem cards when they use Past in Flames. lol's ensue.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
How has Ash Zealot been testing out, especially with Deathrite Shaman? I'd imagine the two are somewhat antisynergistic with each other (Deathrite Shaman can take away Zealot targets).
If I were to play Zealot it would be because over Marauders he's permanent and still applies a t3 clock. And not because of his gy ability that hits ~5 or so cards.
I think I'm going to replace one of those Badlands with Tiaga, just to enable the use of all the abilities, and to have a more permanent source of G for anything in the Sideboard. It would also give an insane advantage for the mirror, guaranteeing Lavamancer goes hungry and allowing you to turn your burn towards their creatures for a steep tempo advantage. Gaining life while clearing the way seems too good.
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"If you don't wear your seatbelt, the police will shoot you in the head."
- To my youngest sister when she was 6.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
12 Fetchlands - You want to drop Deathrite Shaman early, and fuel it. Extra Fetchlands still produce mana with it, so why not run as many as you can?
4 Badlands - It doesn't matter if your opponent uses Wasteland on it, because Shaman can still produce B after you cast it.
4 Ash Zealot - I just wanted to try it out.
4 Bump in the Night - Splashing B just for Deathrite Shaman didn't seem right.
Just from a few games, Shaman is proving not just good, but stupid good. It's like Grim Lavamancer, but without a down time. As soon as the summoning sickness wears off, it will always be able to do something, be it ramp, or an extra two to the dome. If you have multiples, you can even gain life.
Casting it turn one gives you three mana turn two, which doesn't seem like much, but allowing you to cast up to three spells turn two feeds the second ability perfectly. Having Ash Zealot and Goblin Guide make it so dropping it turn one doesn't slow you down as much as it should. I expect the ability to produce any color of mana will open up the sideboard a lot.
The second ability, the real reason to run it, is amazing as expected. The ability to feed of your opponents spells is insane. If they counter anything you play, you not only get value out of the spell you lost, but you also get value out of what they used on you.
The last ability, even though it doesn't come up often (you need two copies of Shaman to naturally fuel it), is still decent. It shrinks Goyf, and reduces the impact of the Fetchlands and Flame Rift. I can see side boarding in a source of green against Reanimator, to keep eating their targets.
I might try running it with Grim Lavamancer, because Shaman doesn't interfere with it. Most opponents play cards that Shaman can use to fuel it's abilities.
Nice deck there. I do have a couple of questions about the deck though.
1) How does running 4 Deathrite Shaman affect your critical turn number? I would imagine that your deck would have to focus on Turn 4-5 being the critical turn, as there is more focus/dependance on Deathrite Shaman doing his job instead of out-muscling your opponent.
All I can think is -4 Flame Rift, +1 Taiga, +3 Sulfuric Vortex. Being able to play a turn 2 vortex....oh man. Good game against many decks right there.
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Nice deck there. I do have a couple of questions about the deck though.
1) How does running 4 Deathrite Shaman affect your critical turn number? I would imagine that your deck would have to focus on Turn 4-5 being the critical turn, as there is more focus/dependence on Deathrite Shaman doing his job instead of out-muscling your opponent.
1) I can still pull a rare turn three kill, as long as I don't draw too many lands. I only need a couple lands to get the kill, or multiple Shamans. Nothing beats opening with a Shaman into another Shaman, with two mana left for an Ash Zealot.
Turn 1: Fetch/Land, Shaman.
Turn 2: Fetch/Land, 3 Bolts. 9 damage.
Turn 3: Fetch/Land, Flame Rift, Shaman, Fireblast. 19 damage. Nothing attacking, and only Shaman is vulnerable. If the game goes long, I still have a graveyard full of stuff for Shaman to eat through.
What's great about Shaman is that even though the normal kill turn is 4 or 5, I still have extra I can throw at them. I can goldfish turn four using my own resources. Keeping in mind that I can dig into my opponents, I can go into the late game. Against aggressive opponents, I can turn the burn onto their creatures, and still be able to gain enough value out of my board. Ash Zealot + Shaman is enough to hold back most assaults, with Goyf and KotR too small to survive First Strike and a Burn spell.
2) I don't know about the sideboard. It depends on the meta. I won't get too greedy with the side, so nothing like Abrupt Decay, but maybe things like Cabal Therapy. Since Shaman can work through mana denial, I'm not too worried about a "weaker" mana base. You can easily wait until you have a Shaman in hand before grabbing a Badlands or Taiga. Your opponent would need both removal and mana denial to stop you from getting the colors you want.
3) I forgot to put Price of Progress in. I guess it's just one of those cards that's good until your opponent realizes what your playing. When I open with Shaman, not a lot of opponents know what the hell I'm doing, so it might beat out Flame Rift.
After playing a handful of games with the list, it seems that the slot Ash Zealot takes can be replaced by anything and still work. I replaced it with FoD, Grim Lavamancer, and it was still just as efficient. I can see the slot being used as a meta call, with Ash Zealot being the "go to" for an unknown meta. Before, it would have been Keldon Marauders, but that doesn't hate on all-in Storm decks that use Past in Flames or Snapcaster based decks.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
Turn 2: Fetch/Land, 3 Bolts. 9 damage.
Turn 3: Fetch/Land, Flame Rift, Shaman, Fireblast. 19 damage. Nothing attacking, and only Shaman is vulnerable. If the game goes long, I still have a graveyard full of stuff for Shaman to eat through.
This whole sequence seems mighty perfect nut hand/draw since if you were on the play youd be at exactly 0 cards...and also without fetchlands your not doing turn 2 3 bolts with shaman unless opponent fetched. All im saying is im a bit skeptical ill just have to test it i guess.
I know he can replace lavamancer i just don't know if he really does some of lavamancers goodness comes from the fact you can also kill a lot of creatures as well like stoneforge before they put into play their batterskull where with shaman you actually just can't...It has more and also a bit less versatility. And currently if your running BitN/flame rift/lava spike you have 12 spells that can't do anything to his creatures either.
edit- I feel like if you run deathrite you should just be playing vortex's main since if you can vortex your turn 2 their turn 1 thats huge verse most decks.
All I can think is -4 Flame Rift, +1 Taiga, +3 Sulfuric Vortex. Being able to play a turn 2 vortex....oh man. Good game against many decks right there.
It's not too bad against most decks if you can pull it off. It is a large tempo loss if it is countered though. A board presence of 2 lands and Deadrite Shaman isn't threatening, and that assumes there is no answer to it Turn 1.
Heh heh, well he just beat maverick like a boss.:p
- To my youngest sister when she was 6.
I would like him but we already have a 2/1 creature that doesnt block and we dont play him Tattermunge Maniac
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
RUG can't kill two Cacklers with a Forked Bolt, where they can kill two Maniacs. Even so... yeah... wish he had haste like Shred Freak. Without haste he's like a Shock you can't play on your first turn. At best. Just not quite enough.
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Comparison to my Burn to Sullivan's
-4 devil
+1 Sulfuric Vortex
+2 lands
+ Flamerift
I'm loving the Searing Blaze. I had never considered it before. It's quite strong, provided you have a land drop that is. He eschews the graveyard hate in favor of the proactive route of Ensnaring Bridge, which also works well against other decks. I don't quite understand how necessary the Vexing Shusher is though.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
The important thing to note is that all of it's ability can remove things from your opponent's graveyard as well as your own. Knight of the Reliquary is just a 2/2 without any lands to fuel it, and well within Bolt range, which you conveniently have the mana to cast. SCM can't Flashback your new Shock. Reanimator can't return a fatty that isn't there.
Shaman might now be worth the splash for black on it's own, but it just does everything you want against other decks, while still doing what you want a creature in Burn to do. I'm definitely going to try it out for the second ability, and maybe try Blightning with it because of the first ability.
- To my youngest sister when she was 6.
You can't gain life from it unless you splash green, but still, I think you're absolutely right. He could really rake in some damage.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
Splashing green is really easy with it. If we lose our green source, we still have access to green. And if we Fireblast, we still have mana.
- To my youngest sister when she was 6.
After going on about Deathrite Shaman and how promising it will be in my other pet deck, The Gate, I never consider it burn. You outlined all it can do above, which is pretty amazing for a one drop. But at the end of the it will be used as a Grim Lavamancer that cannot hit weenies before Umezawa's Jitte is being equipped. So the question I submit is, would we splash for Mancer(The most comparable card and also the spot it would take, for me atleast)?
However, I'm very interested in hearing some test results!
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Pyrostatic Pillar is in the board, mainly against Storm, but is also handy against most decks in the format. (Most decks rely heavily on spells costing between 0-3, justifying it's slot.) It is particularly clutch in the mirror, removing dead cards like Price of Progress from the deck, as well as punishing Burn decks with less than 12 creatures. (Added bonus of punishing cards like Hellspark Elemental twice.)
Oblivion Ring is pretty nice against Show and Tell. I would be tempted to run either Oblivion Ring or Gilded Drake against them, but I can't afford 1-2 Plateau or Volcanic Island to justify their use. If I ran Steam Vents or Sacred Foundry, it would also work quite well. The 2 life loss can be problematic at times, but I have the fetches to support a splash in my deck if I see Show and Tell decks to be heavily played in the Legacy tournament on Friday. I'd probably have to go with Oblivion Ring, as it would be hard to find 4 Gilded Drake for this purpose, and W splashes better with R.
I never ran Flame Rift to begin with. I personally don't like it, and I haven't run flame Rift over cards like Magma Jet for quite a long time now. (Magma Jet doesn't make my list nowadays, due to the fact that it's a little too slow for the current meta.) It is also anti-synergy with cards like Arid Mesa and Grim Lavamancer, as well as putting us in danger against aggressive decks like Maverick/Elves/Merfolk/Deadguy which we normally are somewhat-to-very favoured against. It also means ANT/Storm decks need to top at 8 spells. (Much easier than trying to resolve 10.)
Keldon Marauders are only good in three scenarios. The first scenario is on an empty board, the second is after Volcanic Fallout. If we're really lucky, the third is when you can stymie your opponent with a creature like Goblin Guide or Qasali Pridemage on their turn, but most of the time they simply use removal like Lightning Bolt or Swords to Plowshares and swing. Every other time, it is strictly worse than Magma Jet. Hellspark Elemental falls into the same category unfortunately. They are good cards; but they are only good against decks we beat already, and bad against decks we lose to. Either Searing Blaze or Lightning Helix (if I splash for Oblivion Ring) are what I'd put in it's place.
Would running 8 creatures be too low on the threat density though? (Especially as I would be running Vexing Devil in lieu of finding 2 more Grim Lavamancers.) I do like Patrick Sullivan's list, and would contemplate putting in Ensnaring Bridges in the board for Show and Tell/Reanimator match-ups. However, I feel that in order to win those matches, we have to utilise cards like Oblivion Ring or Gilded Drake to beat them into submission. Oblivion Ring is better against Sneak Attack-based decks, but Gilded Drake is both better against every other creature it can target, and also is quite good against Reanimator. The only problem for us is that we can't target Emrakul, the Aeons Torn, which leaves only the option of bending over against it.
an unnatural love towardsperfectly reasonable respect for Lightning Bolt.The Kiwi third of The Salt Mine Podcast: An Australian Legacy Podcast
4 Bandlands
4 Bloodstained Mire
4 Mountain
4 Scalding Tarn
4 Wooded Foothills
4 Ash Zealot
4 Deathrite Shaman
4 Goblin Guide
Instant
4 Fireblast
4 Lightning Bolt
4 Bump in the Night
4 Chain Lightning
4 Flame Rift
4 Lava Spike
4 Rift Bolt
Some notes;
12 Fetchlands - You want to drop Deathrite Shaman early, and fuel it. Extra Fetchlands still produce mana with it, so why not run as many as you can?
4 Badlands - It doesn't matter if your opponent uses Wasteland on it, because Shaman can still produce B after you cast it.
4 Ash Zealot - I just wanted to try it out.
4 Bump in the Night - Splashing B just for Deathrite Shaman didn't seem right.
Just from a few games, Shaman is proving not just good, but stupid good. It's like Grim Lavamancer, but without a down time. As soon as the summoning sickness wears off, it will always be able to do something, be it ramp, or an extra two to the dome. If you have multiples, you can even gain life.
Casting it turn one gives you three mana turn two, which doesn't seem like much, but allowing you to cast up to three spells turn two feeds the second ability perfectly. Having Ash Zealot and Goblin Guide make it so dropping it turn one doesn't slow you down as much as it should. I expect the ability to produce any color of mana will open up the sideboard a lot.
The second ability, the real reason to run it, is amazing as expected. The ability to feed of your opponents spells is insane. If they counter anything you play, you not only get value out of the spell you lost, but you also get value out of what they used on you.
The last ability, even though it doesn't come up often (you need two copies of Shaman to naturally fuel it), is still decent. It shrinks Goyf, and reduces the impact of the Fetchlands and Flame Rift. I can see side boarding in a source of green against Reanimator, to keep eating their targets.
I might try running it with Grim Lavamancer, because Shaman doesn't interfere with it. Most opponents play cards that Shaman can use to fuel it's abilities.
- To my youngest sister when she was 6.
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Better than you'd expect. Ash Zealot's ability rarely comes up, unless you want it, or against Storm. Shaman removes the problem cards when they use Past in Flames. lol's ensue.
- To my youngest sister when she was 6.
If I were to play Zealot it would be because over Marauders he's permanent and still applies a t3 clock. And not because of his gy ability that hits ~5 or so cards.
- To my youngest sister when she was 6.
1) How does running 4 Deathrite Shaman affect your critical turn number? I would imagine that your deck would have to focus on Turn 4-5 being the critical turn, as there is more focus/dependance on Deathrite Shaman doing his job instead of out-muscling your opponent.
2) Any idea on what your sideboard would be? Assuming you do run one Taiga, you do have access to Cabal Therapy/Duress/Abrupt Decay/Naturalize. Also, how likely is it going to hurt splashing both B and G when Wasteland and Rishadan Port can deny most of your manabase?
3) On a scale of Terrible card to Damage on the stack era Fanatic, how much will you miss Price of Progress?
an unnatural love towardsperfectly reasonable respect for Lightning Bolt.The Kiwi third of The Salt Mine Podcast: An Australian Legacy Podcast
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1) I can still pull a rare turn three kill, as long as I don't draw too many lands. I only need a couple lands to get the kill, or multiple Shamans. Nothing beats opening with a Shaman into another Shaman, with two mana left for an Ash Zealot.
Turn 1: Fetch/Land, Shaman.
Turn 2: Fetch/Land, 3 Bolts. 9 damage.
Turn 3: Fetch/Land, Flame Rift, Shaman, Fireblast. 19 damage. Nothing attacking, and only Shaman is vulnerable. If the game goes long, I still have a graveyard full of stuff for Shaman to eat through.
What's great about Shaman is that even though the normal kill turn is 4 or 5, I still have extra I can throw at them. I can goldfish turn four using my own resources. Keeping in mind that I can dig into my opponents, I can go into the late game. Against aggressive opponents, I can turn the burn onto their creatures, and still be able to gain enough value out of my board. Ash Zealot + Shaman is enough to hold back most assaults, with Goyf and KotR too small to survive First Strike and a Burn spell.
2) I don't know about the sideboard. It depends on the meta. I won't get too greedy with the side, so nothing like Abrupt Decay, but maybe things like Cabal Therapy. Since Shaman can work through mana denial, I'm not too worried about a "weaker" mana base. You can easily wait until you have a Shaman in hand before grabbing a Badlands or Taiga. Your opponent would need both removal and mana denial to stop you from getting the colors you want.
3) I forgot to put Price of Progress in. I guess it's just one of those cards that's good until your opponent realizes what your playing. When I open with Shaman, not a lot of opponents know what the hell I'm doing, so it might beat out Flame Rift.
After playing a handful of games with the list, it seems that the slot Ash Zealot takes can be replaced by anything and still work. I replaced it with FoD, Grim Lavamancer, and it was still just as efficient. I can see the slot being used as a meta call, with Ash Zealot being the "go to" for an unknown meta. Before, it would have been Keldon Marauders, but that doesn't hate on all-in Storm decks that use Past in Flames or Snapcaster based decks.
- To my youngest sister when she was 6.
This whole sequence seems mighty perfect nut hand/draw since if you were on the play youd be at exactly 0 cards...and also without fetchlands your not doing turn 2 3 bolts with shaman unless opponent fetched. All im saying is im a bit skeptical ill just have to test it i guess.
I know he can replace lavamancer i just don't know if he really does some of lavamancers goodness comes from the fact you can also kill a lot of creatures as well like stoneforge before they put into play their batterskull where with shaman you actually just can't...It has more and also a bit less versatility. And currently if your running BitN/flame rift/lava spike you have 12 spells that can't do anything to his creatures either.
edit- I feel like if you run deathrite you should just be playing vortex's main since if you can vortex your turn 2 their turn 1 thats huge verse most decks.
It's not too bad against most decks if you can pull it off. It is a large tempo loss if it is countered though. A board presence of 2 lands and Deadrite Shaman isn't threatening, and that assumes there is no answer to it Turn 1.
As an aside, I'm going to test how good Gilded Drake is in the SB. I'll have to remove either Faerie Macabre or Pyrostatic Pillar for it's place though.
an unnatural love towardsperfectly reasonable respect for Lightning Bolt.The Kiwi third of The Salt Mine Podcast: An Australian Legacy Podcast
For me, I think I will be sticking with grim lavamancer - he has seen me through a lot and I trust him
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