Yes, we get that part of the equation. But your explanations read like this:
Step 1. Master of Cruelties + Rogue's Passage
Step 2. ??????
Step 3. Win game.
Master of Cruelties, by itself, can't win you the game. It can never win you the game, so unless you're holding a Shock or another direct damage spell to use along with him, you can't win by attacking alone with Master. And that isn't happening until turn 6. What else are you doing with your deck to get there?
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The world is on fire
and you are here to stay and burn with me.
There is no such thing as master of cruelties as a "closer" in a deck that has other aggressive creatures as you were pushing for because it takes the same amount of effort (actually it takes more as other creatures put less space for things to disrupt the opponent) for you to put the opponent from something less than 20 (let's just say 5-8) down to 1 with master of cruelties and burn or poke with something else for the last 1 as it does to go straight from 20 (give or take a bit from shock lands or lifegain or whatever) down to 1 with master and burn to finish. Effectively, you make your prior work pointless other than an attempt to get both sides to waste resources in a deck style that does not accomplish that effectively, rather better at racing. But congrats on adding something new to your arsenal. You've learned the unsupported red herring to go with "If I say it enough times, people will believe me".
Yes, we get that part of the equation. But your explanations read like this:
Step 1. Master of Cruelties + Rogue's Passage
Step 2. ??????
Step 3. Win game.
Master of Cruelties, by itself, can't win you the game. It can never win you the game, so unless you're holding a Shock or another direct damage spell to use along with him, you can't win by attacking alone with Master. And that isn't happening until turn 6. What else are you doing with your deck to get there?
Lighting strike, shock, magma jet, creatures, these are all things, I'm done with nevs ignorance, he's trying to ruin another deck and I won't be apart of it
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If you have a budget, you shouldn't play magic competitively
Haven't heard from the OP in a while...he might have gotten scared. Anyway, I am of the opinion that MoC is cool because he has a cool ability and is a demon, but is also janky.
But I am all about the Jank. I like the silly decks that don't compete with T1 decks but are fun to play and win out of nowhere.
I personally would go with Prowler's Helm on MoC. I would also splash U (heavy splash, I guess) to bring in Mizzium Skin and some counterspells. If you want to abuse MoC, then you want a clean boardstate when you drop him, and you want to keep him alive long enough to equip the helm and swing.
I would then Sideboard cards like Anger of the Gods, Ratchet Bombs, Mizzium Skin, etc. to clear the way and keep my MoC safe.
Basically I would focus my resources on stalling out aggro with the Weirds and Assassins and keeping the board clear with removal. Send out your once you cast Master, make sure you have a Negate ready for removal. You need 4 mana open the next turn to equip the helm, and then your opponent's life total is 1. At that point just hit with burn or swing with a Weird.
Nah. Mtg is not serious business at all. I just find this amusing and its doubling by countering bad advice.
Venemous, I think you might as well consider taking out thrill-kill and main boarding anger of the gods. Thrill-kill doesn't really punch through all that hard and is in strike range unlike your other creatures. It also doesn't block if unleashed which is really the strong suit of deathtouch. If I wanted to stall, I'd be keeping out of easy burnability. Weirds can wall aggro well. Returned phalanx also does the trick. While the latter can eat a strike, it still does the important job of walling and killing ash zealot should they attack. In short, it forces them to have that extra trick or have their attacking forces trimmed attack after attack. Of course, this works fine with anger too since aggro has to kill the phalanx to progress.
I also think that duress has a place here as you can just check for their removal and tell whether it'd work minus the spare topdeck before you actually go about it.
Lastly, prowler's helm is a bit meh considering the fact that you're trying to play 4 which will get you clogged as it does you no good until the very end. Of course, dying first is the greater concern.
If you splash blue, why not use Aqueous Form? Get's your unblockable sorted at least, and saves you playing the Rogues Passage which will be helpful given the probably unstably mana-base.
Actually, rogue's passage is better than aqueous form on prettymuch all counts. Rogue's passage is not hard on the mana base because you just treat it like a spell, not a land (though it'll double as one). So you play X lands (whatever you'd play) plus however many rogue's passage even if it starts looking like too many. So if you played 24 lands plus 2 rogue's passage, you'd still count it as 24 in your head.
That being said, in my opinion, it isn't needed. Because you're in colors that can potentially shoot down and hand hate out the things that would bother you, you won't need to be unblockable on the count of the blockers mostly being dead aside the random sylvan caryatid or a mana dork or two you let live.
Personally I can see MoC working in a Grixis control deck being buddies with Stormbreath Dragon and Aetherling as high threat finishers. I think Rakdos builds are tougher to make work.
Nah. Mtg is not serious business at all. I just find this amusing and its doubling by countering bad advice.
Venemous, I think you might as well consider taking out thrill-kill and main boarding anger of the gods. Thrill-kill doesn't really punch through all that hard and is in strike range unlike your other creatures. It also doesn't block if unleashed which is really the strong suit of deathtouch. If I wanted to stall, I'd be keeping out of easy burnability. Weirds can wall aggro well. Returned phalanx also does the trick. While the latter can eat a strike, it still does the important job of walling and killing ash zealot should they attack. In short, it forces them to have that extra trick or have their attacking forces trimmed attack after attack. Of course, this works fine with anger too since aggro has to kill the phalanx to progress.
I also think that duress has a place here as you can just check for their removal and tell whether it'd work minus the spare topdeck before you actually go about it.
Lastly, prowler's helm is a bit meh considering the fact that you're trying to play 4 which will get you clogged as it does you no good until the very end. Of course, dying first is the greater concern.
Returned Phalanx is a great idea. I would run that over Thrill Kill for sure.
I would probably sideboard Anger and Ratchet Bomb and bring them in against quick aggro/weenie decks.
The reason I initially said 4 Helms is because he is really focusing on getting this demon to smack someone in the face, so I figure the last thing you want is to have a demon on the field facing a bunch of Soldier tokens/elementals and not able to swing through.
If you're having a master of cruelties face down a bunch of soldier tokens or elementals in these colors, you're kinda dead too. You won't have enough time to swing through and win. But that's part of the reason why I was putting forth mainboarded AOG. You're already going to be trying to kill their bigger things so AOG will clean up the little things that you may have missed like mana dorks and whatnot.
And I still think that if you're going to do it, rogue's passage will work better. I don't think it is necessary as their things should die but if having that evasion is going to peeve you that much, better to have it as a land than an equipment that serves no other purpose and is counterable. To repeat way I said before so I certain someone doesn't try to come back and say I said things I didn't say, this is different from trying to play a bunch of rogue's passage to push the master through along with a bunch of other things that are sorta counterproductive. You really don't need to draw rogue's passage but if you get it, you just want one. You don't need multiples.
I'm a noob and this is my second deck. I only have one Master of Cruelties and I don't think I can get another one (or two) before the tournament. I have 4 Thoughtseize and 4 Dreadbore, 3 more Blood Crypt. I'll also be getting 4 Stormbreath Dragon on Wednesday. I have no black or red Planeswalkers except for 1 Chandra, Pyromancer and a Liliana. Which ones do you think I should run? Does Rakdos necessarily need a Planeswalker, or should I side them against UW control?
I'd like to work with what I have right now and can get in the immediate future. And I can't get more Master of Cruelties until possibly the day of the tourney.
I think that in the absence of desecration demon and whatnot, the strongest deck you can make right now is rakdos aggro. The most well known iteration of it looks like this.
- 23 lands is too little for 4 Stomrbreaths.
- Madcap needs more 1 drops to work.
- Unless there's a meta full of WW and green decks, Lifebane should be in the sideboard and replaced with Mogis's Marauder.
- I like Thrill-Kill but she's a bit slow for this kind of deck.
- 23 lands is too little for 4 Stomrbreaths.
- Madcap needs more 1 drops to work.
- Unless there's a meta full of WW and green decks, Lifebane should be in the sideboard and replaced with Mogis's Marauder.
- I like Thrill-Kill but she's a bit slow for this kind of deck.
Still, lifebane's a 3/1 intimidate and let's you look at thier hand, even if you don't get to get rid of something.
Touché. If there were access to desecration demon, perhaps putting in a couple of them wouldn't be that bad.
Exava is a billion times better in the aggro shell. Again, a 4/4 first strike haste is better than a non haste 6/6 that can be tapped down from attacking.
Again, a 4/4 first strike haste is better than a non haste 6/6 that can be tapped down from attacking.
That has always been my issue with Desecration Demon. I can appreciate its ability but against a deck that produces many creatures or chump blockers. It can become useless. Still a very nice card to have.
I wouldn't even play desecration demon in rakdos aggro. It is a nice card, don't get me wrong, but it doesn't do the kind of jobs that Exava does. You can't pressure them forever and though you do have some anti-wrath tech (exava is also a human for necromancer), exava doesn't let the opponent get to try to board wipe after you drop it. Instead, it gets to swing first. On the draw, exava is also more dangerous than DD. Say they verdict you after your third turn. Exava turn 4 and swing is a lot more threatening than DD as they're going to have to deal with it right away. Then comes whatever else to follow which probably also has haste. You're getting in damage right away and forcing them to deal with you rather than giving them time to get ahead and not have to deal with the problem till a turn later when a creature lacking haste could attack. This is why creatures like rakdos shred-freak make the cut.
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This would work
If you have a budget, you shouldn't play magic competitively
Main Deck: What's left
http://www.mtgsalvation.com/forums/the-game/standard-type-2/standard-deck-creation/602378-kolaghan-dragons
trade me:
http://www.mtgsalvation.com/trading-post/details/1277-almost-done
Step 1. Master of Cruelties + Rogue's Passage
Step 2. ??????
Step 3. Win game.
Master of Cruelties, by itself, can't win you the game. It can never win you the game, so unless you're holding a Shock or another direct damage spell to use along with him, you can't win by attacking alone with Master. And that isn't happening until turn 6. What else are you doing with your deck to get there?
The world is on fire
and you are here to stay and burn with me.
Lighting strike, shock, magma jet, creatures, these are all things, I'm done with nevs ignorance, he's trying to ruin another deck and I won't be apart of it
If you have a budget, you shouldn't play magic competitively
Main Deck: What's left
http://www.mtgsalvation.com/forums/the-game/standard-type-2/standard-deck-creation/602378-kolaghan-dragons
trade me:
http://www.mtgsalvation.com/trading-post/details/1277-almost-done
Haven't heard from the OP in a while...he might have gotten scared. Anyway, I am of the opinion that MoC is cool because he has a cool ability and is a demon, but is also janky.
But I am all about the Jank. I like the silly decks that don't compete with T1 decks but are fun to play and win out of nowhere.
I personally would go with Prowler's Helm on MoC. I would also splash U (heavy splash, I guess) to bring in Mizzium Skin and some counterspells. If you want to abuse MoC, then you want a clean boardstate when you drop him, and you want to keep him alive long enough to equip the helm and swing.
I would do something like this:
3x Thrill-Kill Assassin
3x Frostburn Weird
4x Prowler's Helm
3x Magma Jet
3x Shock
3x Essence Scatter
3x Negate
2x Cyclonic Rift
3x Dreadbore
2x Hero's Downfall
I would then Sideboard cards like Anger of the Gods, Ratchet Bombs, Mizzium Skin, etc. to clear the way and keep my MoC safe.
Basically I would focus my resources on stalling out aggro with the Weirds and Assassins and keeping the board clear with removal. Send out your once you cast Master, make sure you have a Negate ready for removal. You need 4 mana open the next turn to equip the helm, and then your opponent's life total is 1. At that point just hit with burn or swing with a Weird.
Could be fun.
Equip master of cruelties with prowlers helm
Opponent plays wall of frost
"NOOOOOOOOOO"
Venemous, I think you might as well consider taking out thrill-kill and main boarding anger of the gods. Thrill-kill doesn't really punch through all that hard and is in strike range unlike your other creatures. It also doesn't block if unleashed which is really the strong suit of deathtouch. If I wanted to stall, I'd be keeping out of easy burnability. Weirds can wall aggro well. Returned phalanx also does the trick. While the latter can eat a strike, it still does the important job of walling and killing ash zealot should they attack. In short, it forces them to have that extra trick or have their attacking forces trimmed attack after attack. Of course, this works fine with anger too since aggro has to kill the phalanx to progress.
I also think that duress has a place here as you can just check for their removal and tell whether it'd work minus the spare topdeck before you actually go about it.
Lastly, prowler's helm is a bit meh considering the fact that you're trying to play 4 which will get you clogged as it does you no good until the very end. Of course, dying first is the greater concern.
This
That being said, in my opinion, it isn't needed. Because you're in colors that can potentially shoot down and hand hate out the things that would bother you, you won't need to be unblockable on the count of the blockers mostly being dead aside the random sylvan caryatid or a mana dork or two you let live.
Standard: BG Golgari Midrange
Modern: U Merfolk GWUBR 5 Color Humans UBW Esper Gifts GW Bogles
Returned Phalanx is a great idea. I would run that over Thrill Kill for sure.
I would probably sideboard Anger and Ratchet Bomb and bring them in against quick aggro/weenie decks.
The reason I initially said 4 Helms is because he is really focusing on getting this demon to smack someone in the face, so I figure the last thing you want is to have a demon on the field facing a bunch of Soldier tokens/elementals and not able to swing through.
3 would probably be better I guess.
And I still think that if you're going to do it, rogue's passage will work better. I don't think it is necessary as their things should die but if having that evasion is going to peeve you that much, better to have it as a land than an equipment that serves no other purpose and is counterable. To repeat way I said before so I certain someone doesn't try to come back and say I said things I didn't say, this is different from trying to play a bunch of rogue's passage to push the master through along with a bunch of other things that are sorta counterproductive. You really don't need to draw rogue's passage but if you get it, you just want one. You don't need multiples.
4 Mogis's Marauder
4 Rakdos Cackler
4 Rakdos Shred-Freak
4 Spike Jester
1 Thrill-Kill Assassin
4 Tormented Hero
3 Xathrid Necromancer
4 Lightning Strike
4 Madcap Skills
4 Blood Crypt
8 Mountain
10 Swamp
4 stormbreath dragon
4 rakdos cackler
4 Thrill-kill assasin
2 exava, Rakdos blood witch
4 spike jester
4 lifebane zombie
4 dreadbore
4 lightning strike
3 magma jet
Enchantments
4 madcap skills
3 blood crypt
4 Rakdos guildgate
9 mountain
7 swamp
- 23 lands is too little for 4 Stomrbreaths.
- Madcap needs more 1 drops to work.
- Unless there's a meta full of WW and green decks, Lifebane should be in the sideboard and replaced with Mogis's Marauder.
- I like Thrill-Kill but she's a bit slow for this kind of deck.
Standard: BG Golgari Midrange
Modern: U Merfolk GWUBR 5 Color Humans UBW Esper Gifts GW Bogles
Still, lifebane's a 3/1 intimidate and let's you look at thier hand, even if you don't get to get rid of something.
Marauder comes down with haste by himself, and gives that Cackler and Spike Jester another attack.
The deck wants to win fast.
Standard: BG Golgari Midrange
Modern: U Merfolk GWUBR 5 Color Humans UBW Esper Gifts GW Bogles
Touché. If there were access to desecration demon, perhaps putting in a couple of them wouldn't be that bad.
Exava is a billion times better in the aggro shell. Again, a 4/4 first strike haste is better than a non haste 6/6 that can be tapped down from attacking.
Standard: BG Golgari Midrange
Modern: U Merfolk GWUBR 5 Color Humans UBW Esper Gifts GW Bogles
That has always been my issue with Desecration Demon. I can appreciate its ability but against a deck that produces many creatures or chump blockers. It can become useless. Still a very nice card to have.