Nope, im fairly new so that why I posted here for help.
Np, I was just wondering, I'd switch out the Trailblazer boots for Behemoth Sledge. Cut two Armament master for two Kor Firewalker maybe....I dunno, all in all it seems pretty solid for a kor deck, granted it isn't teir one worthy but it could be fun for a 'joke' fnm build
Hi. I ran this build to a fairly solid 2nd place at fnm, losing in the final 2-1, the last game being decided after I'd put him down to 8 life and I had an army of guys, one being a skyfisher with a sledge and unscythe strapped on him-7/8 lifelink, trample, flying, first strike, oh and if you do block I will get a free zombie...this made his baneslayer look a bit baaaad....he took the game through ripping off the top of his deck a mightily respectable, not one but two, BSA's, in subsequent turns, putting him to 3 Baneslayers total.
-kudos him, that wins games, and deservedly so.
The point here is this deck is exceptionally silly, it will make you grin as you make crap guys and tool em up hard!...however, it is also very solid, reliable and punishes opponents life total really quick.
In retrospect the 2 hookmasters and 1 of the kitesails should be either 2 devout lightcaster or firewalker depending upon your meta, and one extra K2(knight of TWO)...mine's heavily vamps and jund...as most everyone's will be to varying degrees I suspect, so for me the removal aspect of lightcaster gets my vote, he came in so many times and was grrreat that he warrants being MD.
The hookmaster changes for him easily and 8 one drop white guys is un-necessary over an additional way to strip deck yet more and guarantee mana drops (without adding any more land...this tendency for weeny decks to run 24/25 lands is mental and makes me sick)
If you haven't realised with this deck you will search your library at least once per turn...this build really strips the library.
The kor skyfisher bounces a tech-piece, or merely jumps a bonesaw...and yes, bonesaw is godawful, however it is CHEAP, thus 9/10 times turn two is me swinging in with an equipped duelist or kitesail...
mana:
the singleton red mana source feels awkward to look at, but in reality the four arid mesa grab it consistently, once two white sources are in play it can be got...
the five w-g sources do reliably allow hard casting of the sledge and later scute mob.....and ranger grabbing one of each scute and dragonmaster is terrifying for the opponent!
and vs control, from the board, it grabs the again awkward feeling, but game winning goblin guide
unscythe is busted. full stop.
yes, it's off colour, yes I cannot cast it, so?! Be aware it's only worth grabbing with 2 mystics...cos when the first one puts that in your hand...and your opponent WILL respond with ''What the hell is thaaaat!?''........that mystic man... he is already dead...this uses up spot removal, sets up for later drops and thins the deck yet more.
sometimes it sticks in hand, I won't deny this.
try it out.
:cool2::cool2:
-oh, and no pledge MD cos it's too high on the curve...situational singleton's I can tutor up as needed are better........
This is a deck I really want to see succeed, partly because I love the Kor and partly because this has such a devastating SB against any deck running black (Lightcasters + Purges).
Here is the list I threw together earlier today and will probably take to an FNM later (Although I would like any suggestions on how to change it).
I am only running 7 one drops and I think that this is a good number because beyond dropping something on t1, the one drops in this deck really lose their effectiveness. However when the Master is onboard they turn into little 3/3's, which is why I haven't cut more.
This build focuses on hitting for alot in the early game and capitalizing on good wordlwake cards like Tectonic Edge and Kor Sanctifier (This card has been so amazing for me in testing: it blows up basilisk collars, o-rings, everflowing chalices, and ascenscions). Sigil of Distinction is probably one of the best cards in this deck as it can be played turn two to give you a 3/3 flying apprentice with a charge counter left over to be transferred onto the armament master.
The outfitters have also worked excellently for me, as they can give me a huge tempo advantage on turn 2 (if I, say, dropped a collar on t1, they can attach it to themself) or turn 3 (attach something to a apprentice or duelist). They can also shunt empty sigils around. I am trying to fit a third in but so far I am not sure what to cut.
This build is light on removal, however, which is a big issue because the more spots we start dedicating to removal, the less consistent the deck gets. Most goldfishes I can end the game on turn 4 or 5 after dropping an armament master and swinging with the team. The fact that, besides path, there is little synergistic removal to help support the deck is another issue. Our creatures can usually hold their own (thanks to collars) but they can't do anything against, say, a cunning sparkmage.
This is a deck I really want to see succeed, partly because I love the Kor and partly because this has such a devastating SB against any deck running black (Lightcasters + Purges).
Here is the list I threw together earlier today and will probably take to an FNM later (Although I would like any suggestions on how to change it).
I am only running 7 one drops and I think that this is a good number because beyond dropping something on t1, the one drops in this deck really lose their effectiveness. However when the Master is onboard they turn into little 3/3's, which is why I haven't cut more.
This build focuses on hitting for alot in the early game and capitalizing on good wordlwake cards like Tectonic Edge and Kor Sanctifier (This card has been so amazing for me in testing: it blows up basilisk collars, o-rings, everflowing chalices, and ascenscions). Sigil of Distinction is probably one of the best cards in this deck as it can be played turn two to give you a 3/3 flying apprentice with a charge counter left over to be transferred onto the armament master.
The outfitters have also worked excellently for me, as they can give me a huge tempo advantage on turn 2 (if I, say, dropped a collar on t1, they can attach it to themself) or turn 3 (attach something to a apprentice or duelist). They can also shunt empty sigils around. I am trying to fit a third in but so far I am not sure what to cut.
This build is light on removal, however, which is a big issue because the more spots we start dedicating to removal, the less consistent the deck gets. Most goldfishes I can end the game on turn 4 or 5 after dropping an armament master and swinging with the team. The fact that, besides path, there is little synergistic removal to help support the deck is another issue. Our creatures can usually hold their own (thanks to collars) but they can't do anything against, say, a cunning sparkmage.
Thoughts?
In any case, any thoughts?
Nice deck sir.. im also a kor fanatic and i'ved tried so many types of kor that i can think of..
I have another idea of kor that would be more effective and more competative.
Im thinking of a R\W kor like boros style (i have fetch so thats why)
Equipment: 1 Basilisk collar, 4 Adventure Gear, 1 Blade of the bloodchief
YOu guys might be wondering why blade of the bloodchief..
The reason why is bec...
Kor firewalker+Chain Reaction can wipe all creatures but not him
So when u equip him with bloodchief, you can get all the 1+1 counters
Note: Even if the bloodchief is destroyed, u can still get the bonus nice!
Another possible combo:
Equip Bloodchief with duelist, chain Reaction + Brave the elements..
Duelist can be a 5/5 or worst 7/7 with double strike
The only problem is the mana fix, im try to balance my mana for red..
Im thinking of adding Pilgrims eye for fetching mountain+marshflats..
I've really enjoyed piloting this stack of cards, as it only has one notably bad match-up (Unearth). Most of the card choices are straight forward and directly help me get damage to the face with the notable exception of the Spidersilk Net. I know a lot of you (likely all) believe it to be a terrible card in every situation, but it has nice synergy in this group - it gives me something to bounce given a bad draw for a turn two Skyfisher and, more importantly, gets the Master to the vital toughness of four.
If played as a normal aggro deck in every match-up the deck fairs quite poorly, though.. success comes with proper posturing since virtually every deck runs just enough removal to ruin your day. Luckily we're offered intriguing threats which are usually enough to draw out their kill spells or other trickery within the first few turns. I will generally hold off on casting a Master until I have a Brave in-hand and the mana to cast it unless my opponent's playing tells me otherwise.
The more I play the deck, the less of a rush I'm in to finish the game by turns 5-7. It can systematically deconstruct the opponent's removal while maintaining board presence and keeping threats in hand - which I think is amazing considering that it runs a bunch of 1 and 2 CMC creatures. There are -no- bad hands here. There are no dead draws (assuming you never go in to top-deck mode).
4 kor duelist
4 stoneforge mystic
4 kor skyfisher
4 armament master
1 wispersilk cloak
1 behemoth sludge
1 quietus spike
1 trusty machete
2 baslisk collar
4 honor the pure
4 brave the elements
2 emeria, the sky ruin
2 dread staturary
16 plains
Type 2: Mono Black Control
Official Gigantiform Collector. Currently have:
5x Foil
1x Foreign
79x Normal
Type 2: Mono Black Control
Np, I was just wondering, I'd switch out the Trailblazer boots for Behemoth Sledge. Cut two Armament master for two Kor Firewalker maybe....I dunno, all in all it seems pretty solid for a kor deck, granted it isn't teir one worthy but it could be fun for a 'joke' fnm build
Official Gigantiform Collector. Currently have:
5x Foil
1x Foreign
79x Normal
Type 2: Mono Black Control
Currently playing:
T2
BW Aggro-Midrange BW
-kudos him, that wins games, and deservedly so.
The point here is this deck is exceptionally silly, it will make you grin as you make crap guys and tool em up hard!...however, it is also very solid, reliable and punishes opponents life total really quick.
4 kitesail apprentice
4 kor duelist
4 stoneforge mystic
4 kor skyfisher
3 Knight of the white orchid
3 Ranger of Eos
1 Scute Mob
1 Dragonmaster Outcast
2 Kor Hookmaster
1 unscythe, killer of kings
1 behemoth sledge
3 bonesaw
1 basilisk collar
2 sigil of distinction
Tools, 7
4 path to exile
3 brave the elements
4 sunpetal grove
1 mountain
4 arid mesa
3 marsh flats
6 plains
1 Stirring Wildwood
In retrospect the 2 hookmasters and 1 of the kitesails should be either 2 devout lightcaster or firewalker depending upon your meta, and one extra K2(knight of TWO)...mine's heavily vamps and jund...as most everyone's will be to varying degrees I suspect, so for me the removal aspect of lightcaster gets my vote, he came in so many times and was grrreat that he warrants being MD.
The hookmaster changes for him easily and 8 one drop white guys is un-necessary over an additional way to strip deck yet more and guarantee mana drops (without adding any more land...this tendency for weeny decks to run 24/25 lands is mental and makes me sick)
If you haven't realised with this deck you will search your library at least once per turn...this build really strips the library.
The kor skyfisher bounces a tech-piece, or merely jumps a bonesaw...and yes, bonesaw is godawful, however it is CHEAP, thus 9/10 times turn two is me swinging in with an equipped duelist or kitesail...
mana:
the singleton red mana source feels awkward to look at, but in reality the four arid mesa grab it consistently, once two white sources are in play it can be got...
the five w-g sources do reliably allow hard casting of the sledge and later scute mob.....and ranger grabbing one of each scute and dragonmaster is terrifying for the opponent!
and vs control, from the board, it grabs the again awkward feeling, but game winning goblin guide
unscythe is busted. full stop.
yes, it's off colour, yes I cannot cast it, so?! Be aware it's only worth grabbing with 2 mystics...cos when the first one puts that in your hand...and your opponent WILL respond with ''What the hell is thaaaat!?''........that mystic man... he is already dead...this uses up spot removal, sets up for later drops and thins the deck yet more.
sometimes it sticks in hand, I won't deny this.
try it out.
:cool2::cool2:
-oh, and no pledge MD cos it's too high on the curve...situational singleton's I can tutor up as needed are better........
Here is the list I threw together earlier today and will probably take to an FNM later (Although I would like any suggestions on how to change it).
4 Kitesail Apprentice
4 Kor Aeronaut
4 Kor Skyfisher
4 Armament Master
4 Stoneforge Mystic
2 Kor Outfitter
3 Kor Sanctifier
1 Oblivion Ring
2 Path to Exile
4 Basilisk Collar
3 Sigil of Distinction
1 Dread Statuary
16 Plains
I am only running 7 one drops and I think that this is a good number because beyond dropping something on t1, the one drops in this deck really lose their effectiveness. However when the Master is onboard they turn into little 3/3's, which is why I haven't cut more.
This build focuses on hitting for alot in the early game and capitalizing on good wordlwake cards like Tectonic Edge and Kor Sanctifier (This card has been so amazing for me in testing: it blows up basilisk collars, o-rings, everflowing chalices, and ascenscions). Sigil of Distinction is probably one of the best cards in this deck as it can be played turn two to give you a 3/3 flying apprentice with a charge counter left over to be transferred onto the armament master.
The outfitters have also worked excellently for me, as they can give me a huge tempo advantage on turn 2 (if I, say, dropped a collar on t1, they can attach it to themself) or turn 3 (attach something to a apprentice or duelist). They can also shunt empty sigils around. I am trying to fit a third in but so far I am not sure what to cut.
This build is light on removal, however, which is a big issue because the more spots we start dedicating to removal, the less consistent the deck gets. Most goldfishes I can end the game on turn 4 or 5 after dropping an armament master and swinging with the team. The fact that, besides path, there is little synergistic removal to help support the deck is another issue. Our creatures can usually hold their own (thanks to collars) but they can't do anything against, say, a cunning sparkmage.
Thoughts?
In any case, any thoughts?
Nice deck sir.. im also a kor fanatic and i'ved tried so many types of kor that i can think of..
I have another idea of kor that would be more effective and more competative.
Im thinking of a R\W kor like boros style (i have fetch so thats why)
Equipment: 1 Basilisk collar, 4 Adventure Gear, 1 Blade of the bloodchief
YOu guys might be wondering why blade of the bloodchief..
The reason why is bec...
Kor firewalker+Chain Reaction can wipe all creatures but not him
So when u equip him with bloodchief, you can get all the 1+1 counters
Note: Even if the bloodchief is destroyed, u can still get the bonus nice!
Another possible combo:
Equip Bloodchief with duelist, chain Reaction + Brave the elements..
Duelist can be a 5/5 or worst 7/7 with double strike
The only problem is the mana fix, im try to balance my mana for red..
Im thinking of adding Pilgrims eye for fetching mountain+marshflats..
I'll update you guys
Check this out.. nice, simple but effective kor build.. 4-0 hehe cool huh..
But R/W can be more stronger than this you'll see..
20 Plains
1 Emeria, the Sky Ruin
CREATURES 20
4 Kor Duelist
4 Stoneforge Mystic
4 Kor Outfitter
4 Kor Skyfisher
4 Armament Master
2 Spidersilk Net
3 Basilisk Collar
4 Trusty Machete
SPELLS 10
4 Path to Exile
4 Brave the Elements
2 Conqueror's Pledge
4 Celestial Purge
4 Kor Firewalker
4 Safe Passage
3 Devout Lightcaster
I've really enjoyed piloting this stack of cards, as it only has one notably bad match-up (Unearth). Most of the card choices are straight forward and directly help me get damage to the face with the notable exception of the Spidersilk Net. I know a lot of you (likely all) believe it to be a terrible card in every situation, but it has nice synergy in this group - it gives me something to bounce given a bad draw for a turn two Skyfisher and, more importantly, gets the Master to the vital toughness of four.
If played as a normal aggro deck in every match-up the deck fairs quite poorly, though.. success comes with proper posturing since virtually every deck runs just enough removal to ruin your day. Luckily we're offered intriguing threats which are usually enough to draw out their kill spells or other trickery within the first few turns. I will generally hold off on casting a Master until I have a Brave in-hand and the mana to cast it unless my opponent's playing tells me otherwise.
The more I play the deck, the less of a rush I'm in to finish the game by turns 5-7. It can systematically deconstruct the opponent's removal while maintaining board presence and keeping threats in hand - which I think is amazing considering that it runs a bunch of 1 and 2 CMC creatures. There are -no- bad hands here. There are no dead draws (assuming you never go in to top-deck mode).