"Boom! Boom! Boots the size of oxcarts, then an axe like a falling sun. Elves scattered. Trees scattered. Even the hills ran for the hills!"
—Clachan Tales
As hilarious as the all huge dudes thing is I definitely think a couple (not many) spells could really help. I love the greed though. Too many people are beating around the bush with these 4c midrange decks jamming two clans together. Just do it all.
Spell Number 1: Temur Ascendancy: I mean, this deck is made to be a fires deck. Sure you have some haste guys already, but you probably shouldn't be playing 4 of two different legendary five drop anyways. And redundant haste is good. The real kicker is that every non mana guy you lay down is just going to keep the chain going of big, hasty, scary dudes.
Spell Number 2: Crater's Claws: This spell is great late and has uses against the small decks early. You're going to trigger ferocious and I think this deck could use some reach to make the haste in the deck that much more dangerous. This could also be lightning Strike or any of the charms with good removal modes. The deck could really use a card to not just lose to an early mantis rider or rabblemaster.
Spell Number 3: See the Unwritten: Sure it's a spell but really it's just an avalanche of big guys. Could be cool
Creatures that would be good too:
1. Savage Knuckleblade. I think this guy belongs no questions. On three mana he outclasses everything and gains huge tempo. All of his abilities are relevant and he allows you to lay down your 4 and 5 drops already having pressured your opponent.
2. Chromanticore. I mean come on this is a 5c creature decks wet dream. Both modes are relevant with the bestow being brutal against pretty much everyone. Gives four more creatures that really threaten aggro decks and a huge play to grind out or voltron through games.
3. Genesis Hydra. Maybe a shameless self-promotion, but this one is mostly brought up because of how it combos with Temur Ascendancy if you were to be interested in that card. With knuckblade and ascendancy genesis hydra is a very relevant spell starting at x=3, but doesn't get really good until you cast it as a 6 or 7 drop. Currently your curve is pretty much mono five drops so diversifying your curve and having ways to utilize your mana to the fullest past land 5 is important
You are definitely running too many five drops, too many of the same legendary (4 of is fine for some legendaries but 4 of two different five mana dudes is excessive), and have not done enough to fill out the middle of the curve. You are not always going to have a guy to jump mana after turn two so having relevant, powerful plays on three and then four mana is of the utmost importance. Turn three is a very relevant hinge turn for most of the format's decks
Siege Rhino is great but he can't hold up that part of your deck all by himself.
I'd say Zurgo is the weakest 5 drop with his super low toughness and prevalence of exile removal in the format's best decks. Surrak could be a three of since he has a lot of uses besides hosing blue. From there I'd probably cut down on underworld cerberus since Stormbreath is a proven entity with haste and very relevant protection. Having 20 five drops is asking for a lot of trouble. I would run 8-10 tops, maybe a couple more if Ascendancy is run since it greatly improves the power of continuously dropping fat over making cheaper plays
That list is wonderful. I definitely wonder about the Singing Bell Strikes but I can see their uses over lightning strike, the obvious two cc removal. All the list really wants is to get rid of a creature for a turn or three. Bell Strike is cheap and hits pretty much everything. I could see the deck leveraging midgame turns where spending all of their mana to untap one guy is just suicidal. It's also easier for the deck to play 3 drop+bell strike turn 5 than 3 drop+lightning strike so maybe that's a thing.
I like the ideas re: genesis hydra, crater's claws, and see the unwritten. The deck is mostly five drops because the one thing I want this deck to be able to do semi-consistently is lay down a five-drop monster with generator servant on turn 3.
I need mana sinks for after I spit out my hand, so crater's claws and hydra are perfect for that.
Taplands...I don't need no stinking taplands.
I am also going to add medomai the ageless (because seriously when else is this guy going to get played?) and ob-nixilis unshackled (or as I like to refer to him, django unchained), just to see if I can catch someone cracking a fetchland after he comes out.
If you're going with medomai (which I applaud with my hands and feet) I would definitely suggest running temur ascendancy. Especially if you're picking up hydra as well. I get the servant into 5 drop plan but I think that it is good to have backup. The fact that Savage Knuckleblade can be a 3,4,7 drop is huge.
Some points:
-8 Dorks + 4 Rabble is nice food for Butcher
-Entire top of curve involves lifegain to help catch up
-Knucks, Claws, and bestow give plenty of mana sinks
Cutting something like 1 Chromanticore, 1 Butcher, 1 Rabble, and 1 Claws and adding 4 Lightning Strike would probably give it better early game interaction. The all 4's just looks pretty.
Sideboard major WIP.
So I have been toying with this deck for awhile and finally just broke down and built it. I 3-1 a TNM today beating 2 Jeskai Tokens and Abzan whip and my loss was to a 4-color (no red) midrange deck. Here is my list.
During testing I disliked the caryatids due to being a dead draw as the game progressed, so I took them out and added the heir of the wilds. I like the removal of the caryatids and find their fixing uncessary. Magma Jet has been good at finding me stuff (lands or spells). Mantis Rider and Butcher have been the all-stars of the deck and I will probably drop the sarkhan for the fourth butcher. I originally put this list together to see if it was possible, but it has exceeded my expectations and is a ton of fun to play.
EDH is like French fries: some people like waffle cut, crinkle cut, or plain old straight cut, and while there's slight flavor difference and personal preference, at the end of the day they're still fries.
After the matches on Tuesday, I dropped the chromanticore for 2x Sidisi and the Sarkhan for the fourth Butcher. I went 3-0 (won against Temur aggro, RW tokens and RW heroic). I then played Abzan aggro in Top 8 and due to not paying attention, didn't realize my opponent has put his Rhino in the grave after I used Abzan charm to exile it. He whipped it back 2 turns later and because of the large life swing I lost the race in game 3. I'm thinking of adding 2x Jeskai Charm in the board as I find myself racing against most decks, so that can really change the race in my favor.
EDH is like French fries: some people like waffle cut, crinkle cut, or plain old straight cut, and while there's slight flavor difference and personal preference, at the end of the day they're still fries.
Played last night. Won against Rabble Red, BW warriors (event deck) and Jeskai Tokens. Lost to Esper Control. Made some small changes to the above list (both temples became Mystic Monstary, took out Abzan Charm and 1x Savage Knuckleblade for 2x Satyr Watfinder) and some sideboard changes. This deck feels like it has game against anything and can be tuned to beat other decks (the deck felt soft to esper control). still having a blast playing it and doing well with it.
EDH is like French fries: some people like waffle cut, crinkle cut, or plain old straight cut, and while there's slight flavor difference and personal preference, at the end of the day they're still fries.
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"Boom! Boom! Boots the size of oxcarts, then an axe like a falling sun. Elves scattered. Trees scattered. Even the hills ran for the hills!"
—Clachan Tales
2x Battlefield Forge
1x Frontier Bivouac
4x Mana Confluence
2x Mystic Monastery
2x Nomad Outpost
2x Opulent Palace
3x Sandsteppe Citadel
3x Temple of Abandon
1x Temple of Malady
1x Urborg, Tomb of Yawgmoth
3x Yavimaya Coast
Enchantment (1)
1x Temur Ascendancy
Creature (22)
2x Butcher of the Horde
4x Mantis Rider
4x Rattleclaw Mystic
3x Sagu Mauler
4x Siege Rhino
1x Surrak Dragonclaw
4x Sylvan Caryatid
1x Ajani, Mentor of Heroes
2x Kiora, the Crashing Wave
1x Nissa, Worldwaker
1x Sorin, Solemn Visitor
Instant (5)
1x Lightning Strike
4x Stubborn Denial
Sorcery (3)
2x Crater's Claws
1x Villainous Wealth
2x Back to Nature
2x Barrage of Boulders
2x Disdainful Stroke
3x Doomwake Giant
1x Erebos, God of the Dead
2x Glare of Heresy
3x Lightning Strike
UBRThe MindrazerRBU
UUUSpymaster of TrestGGG
GGGThe South TreeGGG
RRRHuman AscendantRRR
Spell Number 1: Temur Ascendancy: I mean, this deck is made to be a fires deck. Sure you have some haste guys already, but you probably shouldn't be playing 4 of two different legendary five drop anyways. And redundant haste is good. The real kicker is that every non mana guy you lay down is just going to keep the chain going of big, hasty, scary dudes.
Spell Number 2: Crater's Claws: This spell is great late and has uses against the small decks early. You're going to trigger ferocious and I think this deck could use some reach to make the haste in the deck that much more dangerous. This could also be lightning Strike or any of the charms with good removal modes. The deck could really use a card to not just lose to an early mantis rider or rabblemaster.
Spell Number 3: See the Unwritten: Sure it's a spell but really it's just an avalanche of big guys. Could be cool
Creatures that would be good too:
1. Savage Knuckleblade. I think this guy belongs no questions. On three mana he outclasses everything and gains huge tempo. All of his abilities are relevant and he allows you to lay down your 4 and 5 drops already having pressured your opponent.
2. Chromanticore. I mean come on this is a 5c creature decks wet dream. Both modes are relevant with the bestow being brutal against pretty much everyone. Gives four more creatures that really threaten aggro decks and a huge play to grind out or voltron through games.
3. Genesis Hydra. Maybe a shameless self-promotion, but this one is mostly brought up because of how it combos with Temur Ascendancy if you were to be interested in that card. With knuckblade and ascendancy genesis hydra is a very relevant spell starting at x=3, but doesn't get really good until you cast it as a 6 or 7 drop. Currently your curve is pretty much mono five drops so diversifying your curve and having ways to utilize your mana to the fullest past land 5 is important
You are definitely running too many five drops, too many of the same legendary (4 of is fine for some legendaries but 4 of two different five mana dudes is excessive), and have not done enough to fill out the middle of the curve. You are not always going to have a guy to jump mana after turn two so having relevant, powerful plays on three and then four mana is of the utmost importance. Turn three is a very relevant hinge turn for most of the format's decks
Siege Rhino is great but he can't hold up that part of your deck all by himself.
I'd say Zurgo is the weakest 5 drop with his super low toughness and prevalence of exile removal in the format's best decks. Surrak could be a three of since he has a lot of uses besides hosing blue. From there I'd probably cut down on underworld cerberus since Stormbreath is a proven entity with haste and very relevant protection. Having 20 five drops is asking for a lot of trouble. I would run 8-10 tops, maybe a couple more if Ascendancy is run since it greatly improves the power of continuously dropping fat over making cheaper plays
I don't know if Singing Bell Strike is correct, but it would have to be replaced with another 2cc spell, possibly Lightning Strike.
4x Sylvan caryatid
4x Rattleclaw mystic
4x Fleecemane lion
4x Savage knuckleblade
4x Mantis rider
4x Siege rhino
4x Butcher of the horde
4x Banishing light
4x Singing bell strike
Land
4x Mana confluence
4x Opulent palace
3x Frontier bivouac
3x Battlefield forge
3x Sandsteppe citadel
1x Mystic monastery
1x Nomad outpost
1x Flooded strand
1x Forest
1x Island
1x Plains
1x Windswept heath
I need mana sinks for after I spit out my hand, so crater's claws and hydra are perfect for that.
Taplands...I don't need no stinking taplands.
I am also going to add medomai the ageless (because seriously when else is this guy going to get played?) and ob-nixilis unshackled (or as I like to refer to him, django unchained), just to see if I can catch someone cracking a fetchland after he comes out.
UBRThe MindrazerRBU
UUUSpymaster of TrestGGG
GGGThe South TreeGGG
RRRHuman AscendantRRR
4 Rattleclaw Mystic
4 Goblin Rabblemaster
4 Savage Knuckleblade
4 Siege Rhino
4 Butcher of the Horde
4 Chromanticore
4 Crackling Doom
4 Crater's Claws
4 Opulent Palace
2 Nomad Outpost
1 Mystic Monastery
2 Llanowar Wastes
2 Shivan Reef
2 Battlefield Forge
3 Windswept Heath
1 Wooded Foothills
2 Forest
1 Mountain
1 Plains
4 Stubborn Denial
3 Disdainful Stroke
2 Destructive Revelry
2 Magma Spray
3 Arc Lightning
1 Barrage of Boulders
Some points:
-8 Dorks + 4 Rabble is nice food for Butcher
-Entire top of curve involves lifegain to help catch up
-Knucks, Claws, and bestow give plenty of mana sinks
Cutting something like 1 Chromanticore, 1 Butcher, 1 Rabble, and 1 Claws and adding 4 Lightning Strike would probably give it better early game interaction. The all 4's just looks pretty.
Sideboard major WIP.
UBRThe MindrazerRBU
UUUSpymaster of TrestGGG
GGGThe South TreeGGG
RRRHuman AscendantRRR
UBRThe MindrazerRBU
UUUSpymaster of TrestGGG
GGGThe South TreeGGG
RRRHuman AscendantRRR
UBRThe MindrazerRBU
UUUSpymaster of TrestGGG
GGGThe South TreeGGG
RRRHuman AscendantRRR
2 Anafenza, the Foremost
4 Goblin Rabblemaster
4 Mantis Rider
4 Savage Knuckleblade
4 Siege Rhino
3 Butcher of the Horde
2 Chromanticore
1 Sarkhan, the Dragonspeaker
4 Crackling Doom
1 Abzan Charm
3 Magma Jet
1 Opulent Palace
2 Frontier Bivouac
2 Nomad Outpost
2 Sandsteppe Citadel
1 Temple of Enlightenment
1 Temple of Malice
4 Mana Confluence
1 Shivan Reef
1 Battlefield Forge
1 Yavimaya Coast
1 Caves of Koilos
1 Windswept Heath
1 Bloodstained Mire
1 Wooded Foothills
1 Forest
1 Mountain
1 Plains
1 Swamp
3 Abzan Charm
2 Ashiok, Nightmare Weaver
2 Barrage of Boulders
1 Destructive Revelry
3 Disdainful Stroke
1 Erase
1 Hushwing Gryff
1 Scouring Sands
1 Utter End
During testing I disliked the caryatids due to being a dead draw as the game progressed, so I took them out and added the heir of the wilds. I like the removal of the caryatids and find their fixing uncessary. Magma Jet has been good at finding me stuff (lands or spells). Mantis Rider and Butcher have been the all-stars of the deck and I will probably drop the sarkhan for the fourth butcher. I originally put this list together to see if it was possible, but it has exceeded my expectations and is a ton of fun to play.