Yes, I am quite aware that I will have a huge target on my forehead, but this is my first completed deck! So far I have only play tested it incomplete, I will begin play testing this weekend. So far it can be pretty gruesome when it goes off correctly. It is enchantment based, and meant to be somewhat passive until I start punishing opponents for even thinking about playing a card (or not playing a card). Life gain is vital, as most cards damage the entire table, not just opponents. So far my only problem has been mana, but I just don't know what else to add that isn't going to break the bank. Any suggestions are appreciated!
As you can see, it is very light on creatures, I could see that being a problem, but I do have cards to try and limit what my opponents can attack with, or at least make them think twice before attacking me.
Also as you said, Kaervek tends to draw the ire of the table. So I would throw in some things that will greatly penalize your opponents for trying to disrupt you or your board position. You seem to have a lot of this already but I would consider mass hand discard. Myojin of Night's Reach, Cabal Conditioning, Mind Twist, and Death Cloud are some of the best. You also don't seem to have a ton of ways to clear the board of creatures or keep aggro decks from swinging fast at you. Some options (depending on your meta) could be Aether Flash, No Mercy, Damnation, Decree of Pain (which often doubles as an amazing card draw spell), Chain Reaction, Blasphemous Act. The latter ones couple really nicely with Stuffy doll.
Many of the cards I mentioned are fairly reasonably priced or are even dollar rares. Urborg and Coffers are probably some of the most expensive, but I would keep an eye out for trades on them as they can be some of the most powerful cards in this deck. Using increasing ambition to get a coffers on the field, to fuel the flashback to grab urborg and something to protect or either recover coffers can fuel the rest of the deck for the remainder of the game.
Kaervek the Merciless + Scythe of the Wretched = Have Kaervek deal damage to himself to bring him back from a destroy/board wipe
Also I don't think this would work. As I believe it would go something like this
"I cast Akroma's Vengeance" AV on stack
"I deal 6 damage to Kaervek" Damage on stack
Damage resolves
trigger happens from scythe
scythe trigger resolves
AV resolves
I also play Weiss Schwarz, Chaos, Vanguard and Wixoss.
Weiss Schwarz Sets
Accel World, Angel Beats, Familiar of Zero, Gargantia on the Verdurous Planet, Guilty Crown, Kill La Kill, Robotics;Notes, Sword Art Online.
Chaos Partners
Arpeggio of Blue Steel: Iona, Kirishima, Kongou.
Dangan Ronpa: Asahina, Togami.
Freezing: Vibration: Chiffon, Satelizer.
Vanguard Clans Favoured
Angel Feather, Dark Irregulars, Genesis, Neonecter, Pale Moon, Shadow Paladins, Tachikaze.
Also I don't think this would work. As I believe it would go something like this
"I cast Akroma's Vengeance" AV on stack
"I deal 6 damage to Kaervek" Damage on stack
Damage resolves
trigger happens from scythe
scythe trigger resolves
AV resolves
Hrmmm, I am guessing you are correct, however I would think anything less than 6 converted mana would still work. Kaervek + Scythe would = Kaervek being a 7/6, so anything less that 6 damage would not kill Kaervek until the destroy/wipe, still triggering the Scythe, but after the other spell resolves. Definitely not as good as I was thinking, but the Scythe still jives with Jaya, and helps protect Kaervek a little.
Liking the mana ramp ideas, now the question becomes what to cut? Obviously cutting lands would be counter-productive... And what am I missing with Mana Vault? Coupled with a Power Artifact it's great. By itself it seems lackluster.
Mana vault costs 1 and accelerates you by two. Allowing you to essentially play Kaervek two turns early if you have it in hand, or if you play it the turn prior you could potentially have him out on turn four. That's neglecting any other mana rocks or accel as well. It also has minimal drawback, and if you don't have much to do one turn you can feel free to untap it and use it in the future. It's basically burst mana!
Mana vault costs 1 and accelerates you by two. Allowing you to essentially play Kaervek two turns early if you have it in hand, or if you play it the turn prior you could potentially have him out on turn four. That's neglecting any other mana rocks or accel as well. It also has minimal drawback, and if you don't have much to do one turn you can feel free to untap it and use it in the future. It's basically burst mana!
Also Moogle! Where have you been?!
I've been away a bit, so many Savra and Ghave lists doesn't help either! Good to see you though and that Kaervek is making a comeback.
I would cut Enslave, it's not as good as you think and will get removed often. Syphon Soul is pretty low powered for this deck I would cut it too and Kaervek's Purge, unless you're going for theme, just costs far too much for what it does. Flameblast Dragon is pretty bad too, creatures shouldn't last long enough, so his ability won't help. Four should be a good start for you.
I also play Weiss Schwarz, Chaos, Vanguard and Wixoss.
Weiss Schwarz Sets
Accel World, Angel Beats, Familiar of Zero, Gargantia on the Verdurous Planet, Guilty Crown, Kill La Kill, Robotics;Notes, Sword Art Online.
Chaos Partners
Arpeggio of Blue Steel: Iona, Kirishima, Kongou.
Dangan Ronpa: Asahina, Togami.
Freezing: Vibration: Chiffon, Satelizer.
Vanguard Clans Favoured
Angel Feather, Dark Irregulars, Genesis, Neonecter, Pale Moon, Shadow Paladins, Tachikaze.
Added some mana items, will be on the hunt for some more. Also will try and get my hands on a Phyrexian Arena. And while I am running Death Cloud in this deck already, I am not understanding why I want to get rid of opponents hands. Sure it may get rid of some of their "answer" cards, but the whole point of Kaervek is to have them cast spells, and be punished for doing it. If they don't have any spells, they certainly won't be casting.
I had a few of the answers for creatures you suggested in this deck originally, but took them out when I got "better" cards. I will definitely see what I can't thin out, to try and get some of them back in.
I also play Weiss Schwarz, Chaos, Vanguard and Wixoss.
Weiss Schwarz Sets
Accel World, Angel Beats, Familiar of Zero, Gargantia on the Verdurous Planet, Guilty Crown, Kill La Kill, Robotics;Notes, Sword Art Online.
Chaos Partners
Arpeggio of Blue Steel: Iona, Kirishima, Kongou.
Dangan Ronpa: Asahina, Togami.
Freezing: Vibration: Chiffon, Satelizer.
Vanguard Clans Favoured
Angel Feather, Dark Irregulars, Genesis, Neonecter, Pale Moon, Shadow Paladins, Tachikaze.
Added some mana items, will be on the hunt for some more. Also will try and get my hands on a Phyrexian Arena. And while I am running Death Cloud in this deck already, I am not understanding why I want to get rid of opponents hands. Sure it may get rid of some of their "answer" cards, but the whole point of Kaervek is to have them cast spells, and be punished for doing it. If they don't have any spells, they certainly won't be casting.
I had a few of the answers for creatures you suggested in this deck originally, but took them out when I got "better" cards. I will definitely see what I can't thin out, to try and get some of them back in.
Keep the suggestions coming!
The idea of most Kaervek lists is to make your opponents too afraid to play spells due to the repercussions of what playing spells may entail. However if a full board wipe makes its way onto the field, you just lost everything. People can play all of the spells they've been too afraid to play and they will likely punish you for it. Hell they may even combo out at this point and win the game. This is bad. You get rid of their hands and they top deck for the rest of the game. You get rid of their hands and they lose the combo pieces they've tutored for. You get rid of their hands and they lose their answers. Point being you could grab a snake by the neck or you could cut off it's head. And that's my weird analogy of the day.
Point being you could grab a snake by the neck or you could cut off it's head. And that's my weird analogy of the day.
Love it!
Added some lands I missed, not sure how I did that. As to the others, may I ask why? Sac creatures to gain life, seems mildly useful at the cost of taking out a land that produces colored mana. I am assuming I am missing something, so please explain! (At the moment I am looking at swapping out 5 colored lands for colorless, seems somewhat anti-productive)
I am just worried that I am going to get screwed into needing say, black mana, and be stuck with all red/colorless. (Yes, I am trying to work Expedition map and Wayfarer's Bauble into the deck, but that doesn't seem to fully solve the problem)
Lands that sacrifice a creature gain you life as well stopping others stealing them, this is especially relevant when they are going to die anyway and you're being targeted. This way you don't waste more slots on life-gaining and lands can assist.
I also play Weiss Schwarz, Chaos, Vanguard and Wixoss.
Weiss Schwarz Sets
Accel World, Angel Beats, Familiar of Zero, Gargantia on the Verdurous Planet, Guilty Crown, Kill La Kill, Robotics;Notes, Sword Art Online.
Chaos Partners
Arpeggio of Blue Steel: Iona, Kirishima, Kongou.
Dangan Ronpa: Asahina, Togami.
Freezing: Vibration: Chiffon, Satelizer.
Vanguard Clans Favoured
Angel Feather, Dark Irregulars, Genesis, Neonecter, Pale Moon, Shadow Paladins, Tachikaze.
Lands that sacrifice a creature gain you life as well stopping others stealing them, this is especially relevant when they are going to die anyway and you're being targeted. This way you don't waste more slots on life-gaining and lands can assist.
Knew I was missing something!!! Would Terramorphic Expanse be worth adding? Or is that just wasting a slot?
Knew I was missing something!!! Would Terramorphic Expanse be worth adding? Or is that just wasting a slot?
It would be okay until you had a real fetch land. I would aim for anything that gets black or red and Blood Crypt. Expanse and Evolving Wilds would be suitable budget options.
I also play Weiss Schwarz, Chaos, Vanguard and Wixoss.
Weiss Schwarz Sets
Accel World, Angel Beats, Familiar of Zero, Gargantia on the Verdurous Planet, Guilty Crown, Kill La Kill, Robotics;Notes, Sword Art Online.
Chaos Partners
Arpeggio of Blue Steel: Iona, Kirishima, Kongou.
Dangan Ronpa: Asahina, Togami.
Freezing: Vibration: Chiffon, Satelizer.
Vanguard Clans Favoured
Angel Feather, Dark Irregulars, Genesis, Neonecter, Pale Moon, Shadow Paladins, Tachikaze.
It would be okay until you had a real fetch land. I would aim for anything that gets black or red and Blood Crypt. Expanse and Evolving Wilds would be suitable budget options.
Without having a crucible or mass land D, I think the only one worth running is Bloodstained Mire (aside from Expanse and Wilds until the deck starts to break the bank). While thinning is good, I don't think thinning is worth $15-$20 without running over the more important things first.
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1 Kaervek the Merciless
Planeswalkers
1 Sorin Markov
Creatures
1 Avatar of Woe
1 Dread
1 Flameblast Dragon
1 Jaya Ballard, Task Mage
1 Jiwari, the Earth Aflame
1 Kederekt Parasite
1 Lightning Reaver
1 Magmatic Force
1 Massacre Wurm
1 Silent Arbiter
1 Stuffy Doll
1 Mondronen Shaman
Instants
1 Suffer the Past
1 Doom Blade
1 Fault Line
1 Terminate
1 Dark Banishing
1 Reiterate
1 Wild Ricochet
1 Wrecking Ball
Sorceries
1 Innocent Blood
1 Kaervek's Torch
1 Exsanguinate
1 Kaervek's Purge
1 Molten Disaster
1 Beseech the Queen
1 Death Cloud
1 Slagstorm
1 Chain Reaction
1 Increasing Ambition
1 Mutilate
1 Void
1 Obliterate
1 Bloodchief Ascension
1 Smoke
1 Hissing Miasma
1 Spellshock
1 Underworld Dreams
1 Furnace of Rath
1 Manabarbs
1 Night Dealings
1 Pestilence
1 Pyrohemia
1 Spiteful Visions
1 Stranglehold
1 Tainted Aether
1 Gratuitous Violence
1 Painful Quandry
1 Polluted Bonds
1 Subversion
1 Wound Reflection
1 Vicious Shadows
Artifacts
1 Sol Ring
1 Lightning Greaves
1 Mind Stone
1 Rakdos Signet
1 Scythe of the Wretched
1 Talisman of Indulgence
1 Mana Web
1 Skull of Orm
1 General's Kabuto
1 Skullcage
1 Akoum Refuge
1 Bojuka Bog
1 Command Tower
1 Dragonskull Summit
1 Dormant Volcano
1 Evolving Wilds
1 Lavaclaw Reaches
1 Molten Slagheap
11 Mountain
1 Rakdos Carnarium
1 Reliquary Tower
1 Shivan Gorge
12 Swamp
1 Tectonic Edge
1 Terramorphic Expanse
Card Synergy
Kaervek the Merciless + Scythe of the Wretched = Have Kaervek deal damage to himself to bring him back from a destroy/board wipe
Skullcage & Mondronen Shaman promote opponents to play spells
Stuffy Doll + Furnace of Rath + Gratuitous Violence + Wound Reflection = 16x damage from say a Kaervek's Torch targeting Stuffy Doll
As you can see, it is very light on creatures, I could see that being a problem, but I do have cards to try and limit what my opponents can attack with, or at least make them think twice before attacking me.
Card Changes
Removed Syphon Soul for Sol Ring
Removed Enslave for Mind Stone
Will definitely be looking into making some of the other suggested changes, that is just what I had immediately available.
Also as you said, Kaervek tends to draw the ire of the table. So I would throw in some things that will greatly penalize your opponents for trying to disrupt you or your board position. You seem to have a lot of this already but I would consider mass hand discard. Myojin of Night's Reach, Cabal Conditioning, Mind Twist, and Death Cloud are some of the best. You also don't seem to have a ton of ways to clear the board of creatures or keep aggro decks from swinging fast at you. Some options (depending on your meta) could be Aether Flash, No Mercy, Damnation, Decree of Pain (which often doubles as an amazing card draw spell), Chain Reaction, Blasphemous Act. The latter ones couple really nicely with Stuffy doll.
Many of the cards I mentioned are fairly reasonably priced or are even dollar rares. Urborg and Coffers are probably some of the most expensive, but I would keep an eye out for trades on them as they can be some of the most powerful cards in this deck. Using increasing ambition to get a coffers on the field, to fuel the flashback to grab urborg and something to protect or either recover coffers can fuel the rest of the deck for the remainder of the game.
Also I don't think this would work. As I believe it would go something like this
"I cast Akroma's Vengeance" AV on stack
"I deal 6 damage to Kaervek" Damage on stack
Damage resolves
trigger happens from scythe
scythe trigger resolves
AV resolves
As nurse.jason said you need more ramp, two is just not enough. Try Sol Ring, Mana Crypt, Thran Dynamo, Worn Powerstone, Mana Geyser, Mind Stone, Everflowing Chalice, gilded lotus, coalition relic. You have many options!
Main Decks
Diaochan, Iroas, God of Victory, Kaalia, Marton, Ulasht, Volrath,
Kaervek, Prossh, Titania
Amusing or Themed
Progenitus
Pauper Guildmages
Azorius Boros Dimir Golgari Gruul Izzet Korozda
Orzhov Rakdos Rix Maadi Selesyna Simic Skarrg Zameck
I also play Weiss Schwarz, Chaos, Vanguard and Wixoss.
Accel World, Angel Beats, Familiar of Zero, Gargantia on the Verdurous Planet, Guilty Crown, Kill La Kill, Robotics;Notes, Sword Art Online.
Chaos Partners
Arpeggio of Blue Steel: Iona, Kirishima, Kongou.
Dangan Ronpa: Asahina, Togami.
Freezing: Vibration: Chiffon, Satelizer.
Vanguard Clans Favoured
Angel Feather, Dark Irregulars, Genesis, Neonecter, Pale Moon, Shadow Paladins, Tachikaze.
Wixoss - Just trial decks for now!
Hrmmm, I am guessing you are correct, however I would think anything less than 6 converted mana would still work. Kaervek + Scythe would = Kaervek being a 7/6, so anything less that 6 damage would not kill Kaervek until the destroy/wipe, still triggering the Scythe, but after the other spell resolves. Definitely not as good as I was thinking, but the Scythe still jives with Jaya, and helps protect Kaervek a little.
Also Moogle! Where have you been?!
I've been away a bit, so many Savra and Ghave lists doesn't help either! Good to see you though and that Kaervek is making a comeback.
I would cut Enslave, it's not as good as you think and will get removed often. Syphon Soul is pretty low powered for this deck I would cut it too and Kaervek's Purge, unless you're going for theme, just costs far too much for what it does. Flameblast Dragon is pretty bad too, creatures shouldn't last long enough, so his ability won't help. Four should be a good start for you.
Main Decks
Diaochan, Iroas, God of Victory, Kaalia, Marton, Ulasht, Volrath,
Kaervek, Prossh, Titania
Amusing or Themed
Progenitus
Pauper Guildmages
Azorius Boros Dimir Golgari Gruul Izzet Korozda
Orzhov Rakdos Rix Maadi Selesyna Simic Skarrg Zameck
I also play Weiss Schwarz, Chaos, Vanguard and Wixoss.
Accel World, Angel Beats, Familiar of Zero, Gargantia on the Verdurous Planet, Guilty Crown, Kill La Kill, Robotics;Notes, Sword Art Online.
Chaos Partners
Arpeggio of Blue Steel: Iona, Kirishima, Kongou.
Dangan Ronpa: Asahina, Togami.
Freezing: Vibration: Chiffon, Satelizer.
Vanguard Clans Favoured
Angel Feather, Dark Irregulars, Genesis, Neonecter, Pale Moon, Shadow Paladins, Tachikaze.
Wixoss - Just trial decks for now!
I had a few of the answers for creatures you suggested in this deck originally, but took them out when I got "better" cards. I will definitely see what I can't thin out, to try and get some of them back in.
Keep the suggestions coming!
Other options to include (or aspire to) are Graven Cairns, Shadowblood Ridge, High Market and Miren, the Moaning Well, Lavaclaw Reaches is also an option.
Main Decks
Diaochan, Iroas, God of Victory, Kaalia, Marton, Ulasht, Volrath,
Kaervek, Prossh, Titania
Amusing or Themed
Progenitus
Pauper Guildmages
Azorius Boros Dimir Golgari Gruul Izzet Korozda
Orzhov Rakdos Rix Maadi Selesyna Simic Skarrg Zameck
I also play Weiss Schwarz, Chaos, Vanguard and Wixoss.
Accel World, Angel Beats, Familiar of Zero, Gargantia on the Verdurous Planet, Guilty Crown, Kill La Kill, Robotics;Notes, Sword Art Online.
Chaos Partners
Arpeggio of Blue Steel: Iona, Kirishima, Kongou.
Dangan Ronpa: Asahina, Togami.
Freezing: Vibration: Chiffon, Satelizer.
Vanguard Clans Favoured
Angel Feather, Dark Irregulars, Genesis, Neonecter, Pale Moon, Shadow Paladins, Tachikaze.
Wixoss - Just trial decks for now!
The idea of most Kaervek lists is to make your opponents too afraid to play spells due to the repercussions of what playing spells may entail. However if a full board wipe makes its way onto the field, you just lost everything. People can play all of the spells they've been too afraid to play and they will likely punish you for it. Hell they may even combo out at this point and win the game. This is bad. You get rid of their hands and they top deck for the rest of the game. You get rid of their hands and they lose the combo pieces they've tutored for. You get rid of their hands and they lose their answers. Point being you could grab a snake by the neck or you could cut off it's head. And that's my weird analogy of the day.
Love it!
Added some lands I missed, not sure how I did that. As to the others, may I ask why? Sac creatures to gain life, seems mildly useful at the cost of taking out a land that produces colored mana. I am assuming I am missing something, so please explain! (At the moment I am looking at swapping out 5 colored lands for colorless, seems somewhat anti-productive)
I am just worried that I am going to get screwed into needing say, black mana, and be stuck with all red/colorless. (Yes, I am trying to work Expedition map and Wayfarer's Bauble into the deck, but that doesn't seem to fully solve the problem)
Main Decks
Diaochan, Iroas, God of Victory, Kaalia, Marton, Ulasht, Volrath,
Kaervek, Prossh, Titania
Amusing or Themed
Progenitus
Pauper Guildmages
Azorius Boros Dimir Golgari Gruul Izzet Korozda
Orzhov Rakdos Rix Maadi Selesyna Simic Skarrg Zameck
I also play Weiss Schwarz, Chaos, Vanguard and Wixoss.
Accel World, Angel Beats, Familiar of Zero, Gargantia on the Verdurous Planet, Guilty Crown, Kill La Kill, Robotics;Notes, Sword Art Online.
Chaos Partners
Arpeggio of Blue Steel: Iona, Kirishima, Kongou.
Dangan Ronpa: Asahina, Togami.
Freezing: Vibration: Chiffon, Satelizer.
Vanguard Clans Favoured
Angel Feather, Dark Irregulars, Genesis, Neonecter, Pale Moon, Shadow Paladins, Tachikaze.
Wixoss - Just trial decks for now!
Knew I was missing something!!! Would Terramorphic Expanse be worth adding? Or is that just wasting a slot?
It would be okay until you had a real fetch land. I would aim for anything that gets black or red and Blood Crypt. Expanse and Evolving Wilds would be suitable budget options.
The curse is poor, if anything add Heartless Hidetsugu.
Main Decks
Diaochan, Iroas, God of Victory, Kaalia, Marton, Ulasht, Volrath,
Kaervek, Prossh, Titania
Amusing or Themed
Progenitus
Pauper Guildmages
Azorius Boros Dimir Golgari Gruul Izzet Korozda
Orzhov Rakdos Rix Maadi Selesyna Simic Skarrg Zameck
I also play Weiss Schwarz, Chaos, Vanguard and Wixoss.
Accel World, Angel Beats, Familiar of Zero, Gargantia on the Verdurous Planet, Guilty Crown, Kill La Kill, Robotics;Notes, Sword Art Online.
Chaos Partners
Arpeggio of Blue Steel: Iona, Kirishima, Kongou.
Dangan Ronpa: Asahina, Togami.
Freezing: Vibration: Chiffon, Satelizer.
Vanguard Clans Favoured
Angel Feather, Dark Irregulars, Genesis, Neonecter, Pale Moon, Shadow Paladins, Tachikaze.
Wixoss - Just trial decks for now!
Without having a crucible or mass land D, I think the only one worth running is Bloodstained Mire (aside from Expanse and Wilds until the deck starts to break the bank). While thinning is good, I don't think thinning is worth $15-$20 without running over the more important things first.