Just a deck idea rattling around in my brain that I'll tweak as more spoilers from HOU are revealed. It is quite apparent that Nicol Bolas and his three two Gods of Devastation are meant to work in tandem with each other and be cast on curve. I suspect the not yet revealed third god will be a 4 CMCUB (it's colors, but not it's casting cost, have been confirmed) card of some sort, and I'll be leaving multiple slots open for it and other cards as the HOU spoiler moves towards completion:
The early game is all about removing threats until we can set up our primary deck pieces. Once this happens the goal is to continually draw cards all the while creating an army of insects to overwhelm our opponent by attacking wide. Failing this, we hit hard with our big-bodied god cards. The final win condition is limiting our opponents ability to cast spells via discard and obliterating their board/hand via Bolas:
Cathartic Reunion: Is a mana-for-draw +1 spell, meaning each mana in it's casting cost draws us a card. It is the most efficient draw spell in Standard right now, and best of all, doesn't have a double or triple colored casting cost. The Locust God and The Scorpion God: Fuel each other. We can kill an insect using Scorpion's mana ability, which draws us a card. This triggers Locust's static ability for the card drawn effectively replacing the insect we just killed. Chandra, Torch of Defiance: Acts as mana ramp and removal. Without scry in this current build of the deck, it doesn't make sense to use her first +1 ability until we have at least seven untapped lands we can use to cast Bolas. Nicol Bolas, God-Pharaoh: This card... It doesn't outright win you the game the turn it is cast, BUT, can win the game on it's own. What this card does is give a very good chance to come back and win us the game when we're behind. I mean, even if we're WAY behind. He's a last resort, a doomsday weapon, and a trump card all in one.
I don't want to ruin your expectations but I think in the Locust God article that the hour Gods are all 5 or 6 mana.
I like the interaction between the Scorpion and Locust gods though.
And you were quite right. The Scarab God doesn't really fit into the deck at all. But I'm okay with this because it just gives more room to add maybe more removal instead. I'm thinking about going straight Grixis so I can add in cards like Goblin Dark-Dwellers and Torrential Gearhulk.
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threetwo Gods of Devastation are meant to work in tandem with each other and be cast on curve.I suspect the not yet revealed third god will be a 4 CMCUB (it's colors, but not it's casting cost, have been confirmed)card of some sort, and I'll be leaving multiple slots open for itand other cards as the HOU spoiler moves towards completion:4 Evolving Wilds
2 Grasping Dunes
1 Scavenger Grounds
CREATURES
1 Torrential Gearhulk
2 The Locust God
2 The Scorpion God
4 Hollow One
PLANESWALKERS
2 Nicol Bolas, God-Pharaoh
2 Chandra, Torch of Defiance
2 Torment of Hailfire
3 Fatal Push
3 Bontu's Last Reckoning
2 Never // Return
2 Cut // Ribbons
4 Cathartic Reunion
3 Magma Spray
ENCHANTMENTS
2 Nest of Scarabs
3 Liliana's Defeat
2 Hour of Glory
1 Never // Return
4 Transgress the Mind
2 Hour of Devastation
3 Crook of Condemnation
What The Deck Wants To Do
The early game is all about removing threats until we can set up our primary deck pieces. Once this happens the goal is to continually draw cards all the while creating an army of insects to overwhelm our opponent by attacking wide. Failing this, we hit hard with our big-bodied god cards. The final win condition is limiting our opponents ability to cast spells via discard and obliterating their board/hand via Bolas:
Cathartic Reunion: Is a mana-for-draw +1 spell, meaning each mana in it's casting cost draws us a card. It is the most efficient draw spell in Standard right now, and best of all, doesn't have a double or triple colored casting cost.
The Locust God and The Scorpion God: Fuel each other. We can kill an insect using Scorpion's mana ability, which draws us a card. This triggers Locust's static ability for the card drawn effectively replacing the insect we just killed.
Chandra, Torch of Defiance: Acts as mana ramp and removal. Without scry in this current build of the deck, it doesn't make sense to use her first +1 ability until we have at least seven untapped lands we can use to cast Bolas.
Nicol Bolas, God-Pharaoh: This card... It doesn't outright win you the game the turn it is cast, BUT, can win the game on it's own. What this card does is give a very good chance to come back and win us the game when we're behind. I mean, even if we're WAY behind. He's a last resort, a doomsday weapon, and a trump card all in one.
I like the interaction between the Scorpion and Locust gods though.
CUBE: http://www.cubetutor.com/viewcube/73964;jsessionid=2DE1F5FF41A24820A137448A2FD5CF8F
I LIKE DRAGONS!
And you were quite right. The Scarab God doesn't really fit into the deck at all. But I'm okay with this because it just gives more room to add maybe more removal instead. I'm thinking about going straight Grixis so I can add in cards like Goblin Dark-Dwellers and Torrential Gearhulk.