:3mana::symb::symb: Legendary Creature - Demon Landfall - Whenever a land enters the battlefield under your control, you may have target player lose 3 life. If you do, put three +1/+1 counters on Ob Nixilis, the Fallen
Looks like you can win with this also. Not needing the red land or mountains. Turn 3 play this guy and next turn Scapeshift 4 Flagstones and then search out 4 other lands with flags ability. 32 damage on turn 4. That also puts you in BWG. Which is much better at fighting aggro, combo, and control then GR combo can.
I don't see Scapeshift as a win more card. To me it resembles Food Chain. And I think we all know what that really bad card did. Instead of playing with little green men just play with little green ramps.
Ok I just had the most amazing game against affinity. Turn one duress for drums. They play land, thopter, star. Turn 2 I wait. They play turn 2 land plate, frog. I terminate thopter. Turn 3 I play Skeins pitching 2 Black Eidolons and a spector. They pitch Enforcer and Plating and Soul's Fire. Empty hand. Then drew no pressure and returned Ediolons lock up the game with one on offense and one on defense.
I'm thinking that another card that should get some mention is Profane Command. Especially if you decide to run with a trinket mage sub theme. That'll let you fetch an answer when you play the mage. Chump, then kill something and get the mage back and fetch another answer like explosives or something. Plus if you run KCI then you can just win outright by getting enough mana. No need to wait until next untap.
5 mana for one creature to chump block and use a rarely usefull ability is not very good. You have lots of disruption, but very few and easy to deal with win condition.
After a little playtesting I noticed the need for life gain. As well as needing no less then 5 Eidolons. That's the reason for the lone blue one. They are not very strong. Granted but they are always there for the whole game. Always pestering the opponent until all resources are expensed.
Take out the Eidolon for more cost efficient cards.
The main problem I have with the creature base is the Muses. I'm looking for something that can do alot of damage and quick and not named goyf or demigod. Or is really effecient and possibably recuring.
In news related to Mono Red Burn decks, the reason why it is so weak now is because of the loss of Sulfuric Vortex, which was a huge impact card that often dealt 4-6 damage and made lifegain impossible and thus, made Jitte and Kitchen Finks not as good.
The only suitable replacement now seems to be Stigma Lasher. I am pretty sure with the high amount of burn the deck is playing, getting Stigma to land 1 hit shouldnt be so hard.
Red Burn is not weak because it lost Vortex. Not as strong? I'll give you that, but you can't say it's weak because of it. Your point about Lasher is valid. I side mine in against White lifegain decks and find it easy to get in for atleast 1 hit. The creature base on those are pretty weak and a well timed burn is enough to put a stop to the whole decks plan.
If you don't like the creature version then I would make a few suggestions.
Cut Fanatic. 1cmc for 1 or 2 damage is pretty weak. Extended is too fast for this. Play shock or seal of fire if that is what your wanting.
I think either Incinerate or Jet should be Javelin.
Where is the new dredge ideas? We got all excited when we saw tome scour and now it is dead again! COME ON PEOPLE!
The new idea is basically
Blood Extractor :symb::symb:
Creature - Vampire Spirit Rare
Blood Extractor can't block.
Blood Extractor has haste if an opponent has 10 life or less.
Landfall - Whenever a land enters the battlefield under your control, you may return Blood Extractor from your graveyard onto the battlefield.
I'm thinking something kinda janky like this. Basically makes you immune to aggro decks while giving you game against MRB. LoamPeace is awesome life gain. Add in Presence of the Wise and your almost unkillable.
Obviously lacks against control and Combo though.
I was looking at the deck, and came up with some questions reguarding Vol.
1, When he takes controls of a creature from your opponent's side, you take the equipped artifact with the creature. But since you own the creature for a turn, could you equip the artifact to one of your creatures. so when the turn ends, do you still own the artifact? or does that as well go to the original owner.
You don't own the creature. You control the creature. Owning refers to just that. Who Owns it. You can't take my gofy and then quit the game and keep my gofy with Vol.
2, With forcemage, your dragon token become 7/7s. Is there a way to give them haste? Because that is pretty awesome potential. You get 5 7/7 dragons for a turn. I heard that if you play a second Vol, do you get a chance to use that Vol's abilities? Or is it like the Legend rule, and both die upon entrance?
Thanks for the answers. I look forward to reading them.
They would be put into the grave before you can activate it. However you could actually kill your walker off with the ultimate and play the new one if you wanted to.
:3mana::symb::symb: Legendary Creature - Demon Landfall - Whenever a land enters the battlefield under your control, you may have target player lose 3 life. If you do, put three +1/+1 counters on Ob Nixilis, the Fallen
Looks like you can win with this also. Not needing the red land or mountains. Turn 3 play this guy and next turn Scapeshift 4 Flagstones and then search out 4 other lands with flags ability. 32 damage on turn 4. That also puts you in BWG. Which is much better at fighting aggro, combo, and control then GR combo can.
4 Sacred Foundry
4 Battlefield Forge
9 Plains
And
4 Sacred Foundry
4 Battlefield Forge
2 Reflecting Pool
1 Spinerock Knoll
2 Mutavault
2 Plains
2 Mountains
Look pretty good. What do you guys think?
The rats could work. I'm not really sold on them since they have very weak 1/1 frames. Putting them in may mean upping the Eidolon count to 6 or so.
The main problem I have with the creature base is the Muses. I'm looking for something that can do alot of damage and quick and not named goyf or demigod. Or is really effecient and possibably recuring.
Red Burn is not weak because it lost Vortex. Not as strong? I'll give you that, but you can't say it's weak because of it. Your point about Lasher is valid. I side mine in against White lifegain decks and find it easy to get in for atleast 1 hit. The creature base on those are pretty weak and a well timed burn is enough to put a stop to the whole decks plan.
4 Blood Crypt
4 Sulfurous Springs
1 Urborg, Tomb of Yawgmoth
8 Mountain
4 Jackal Familiar
4 Spark Elemental
4 Flamekin Bladewhirl
2 Flamekin Harbinger
3 Hellspark Elemental
3 Dark Confidant
4 Ball Lightning
1 Hell's Thunder
4 Flame Javelin
3 Blightning
3 Sword of Light and Shadow
3 Doomblade
3 Everlasting Torment
1 Blightning
3 Tombstalker
3 Stigma Lasher
2 Grim Reminder or Infernal Tutor
If you don't like the creature version then I would make a few suggestions.
Cut Fanatic. 1cmc for 1 or 2 damage is pretty weak. Extended is too fast for this. Play shock or seal of fire if that is what your wanting.
I think either Incinerate or Jet should be Javelin.
The new idea is basically
Blood Extractor :symb::symb:
Creature - Vampire Spirit Rare
Blood Extractor can't block.
Blood Extractor has haste if an opponent has 10 life or less.
Landfall - Whenever a land enters the battlefield under your control, you may return Blood Extractor from your graveyard onto the battlefield.
Seems like a pretty good idea to me.
4 Lightning Bolt
4 Lightning Helix
3 Life from the Loam
4 Volcanic Fallout
4 Firespout
3 Scapeshift
4 Presence of the Wise
2 Primal Command
4 Eternal Witness
4 Sacred Foundry
4 Stomping Grounds
1 Gargoyle Castle
1 Ghost Quarters
2 Valakut, the Molten Pinnacle
3 Vivid Crag
3 Mountain
2 Plains
1 Forest
Loam Peace is awesome life gain. Add in Presence of the Wise and your almost unkillable.
Obviously lacks against control and Combo though.
They would be put into the grave before you can activate it. However you could actually kill your walker off with the ultimate and play the new one if you wanted to.