I'm wondering what people think is the new "optimal" Black Devotion list. This is what I've been jamming online recently and while the list feels solid I'm positive that improvements could be made. Cards that I'm not entirely sold on include Abyssal Gatekeeper, Graveborn Muse and some combination of Pestilence/Mutilate can probably go. Just looking for generic opinions on what people like/dislike in this archetype and what works for them/people in their meta. I generally balance my decks to function in 4 player FFAs and I'm not overly concerned with infinite/degenerate combos. I want something that interacts well with opposing creatures and that won't get overrun in the early stages of the game.
Kalitas is bonkers and I'm never running fewer than 2. The card straight-up ins games. While Relentless Dead isn't God-tier or anything it's still likely the best man for the job as the go-to early drop. Good on turn 2, good on turn 8, it's what I've been looking for in a Black 2 drop for a long time. Otherwise 4x Arena is fairly self-explanatory since the deck needs card draw + devotion and Gary speaks for himself. 1x Sidisi is ideal for tutoring and recurring her is always nice but the deck doesn't want more than 1-2. Phyrexian Reclamation isn't perfect but it's a relevant 1 drop and unlike most other persistent forms of recursion it never exiles my threats. I might jam some Animate Deads in there too but I like the 1 persistent recursion engine and it's that or Oversold Cemetery. Massacre is another "uncuttable" spell in my mind since a free Infest is a big game that prevents aggro/utility/mana dorks/etc. from pressuring me. It also has fantastic synergy with Kalitas. Turn 4 Kalitas + Massacre frequently puts 20 power into play in larger games but even in smaller ones it's usually a massive blowout. Otherwise Fleshbag Marauder is one of the strongest removal spells in the game and since it's a Zombie it ticks all the right boxes for the archetype. I don't think that running fewer than 4 is justifiable in that sense.
But it's the last 13 slots that I'm not quite sure of yet. Might start testing Wight of Precinct Six again to pair with Pestilence and get another big drop in there.
No love for the old stand by of Nantuko Shade? It's not really a two drop to me and it scares people as a card that is a must block for fear of the obvious pumping ability.
No love for the old stand by of Nantuko Shade? It's not really a two drop to me and it scares people as a card that is a must block for fear of the obvious pumping ability.
I've ran Nantuko Shade more than I care to admit but with 4x Arena I typically always have spells to cast and Wight of Precinct Six is ostensibly the same card except it doesn't require constant mana investments.
Tested Dark Prophecy alongside Relentless Dead but it was still a lot worse than Arena given that I couldn't always cast it on turn 3. The card is fine but Arena is just broken in Control decks.
I don't want more than 2 recursion engines between Volrath's Stronghold/Unholy Grotto and then either Phyrexian Reclamation/Oversold Cemetery/Diabolic Servitude/etc. My problem with Cemetery is that it's both conditional and slow in that it recurs a single creature (at most) whereas Cabal Coffers + Reclamation is very strong in the lategame. It's clearly very mana and life intensive but that's not a problem for this style of deck and neither card has any significant value early on so I'd rather (sometimes) have a 1 drop since I rarely have time to cast a "useless" 2 drop (my deck has eight 2 drops and eight 3 drops after all).
No love for the old stand by of Nantuko Shade? It's not really a two drop to me and it scares people as a card that is a must block for fear of the obvious pumping ability.
I've ran Nantuko Shade more than I care to admit but with 4x Arena I typically always have spells to cast and Wight of Precinct Six is ostensibly the same card except it doesn't require constant mana investments.
Tested Dark Prophecy alongside Relentless Dead but it was still a lot worse than Arena given that I couldn't always cast it on turn 3. The card is fine but Arena is broken in Control decks since it always does its thing.
I don't want more than 2 recursion engines between Volrath's Stronghold/Unholy Grotto and then either Phyrexian Reclamation/Oversold Cemetery/Diabolic Servitude/etc. My problem with Cemetery is that it's both conditional and slow in that it recurs a single creature (at most) whereas Cabal Coffers + Reclamation is very strong in the lategame. It's clearly very mana and life intensive but that's not a problem for this style of deck and neither card has any significant value early on so I'd rather (sometimes) have a 1 drop since I rarely have time to cast a "useless" 2 drop (my deck has eight 2 drops and eight 3 drops after all).
I still go back and forth with Bloodchief Ascension in mine... I mean, it's a hard-to-remove T1 devotion source that can wreck all on it's own if left unchecked. I've been playing without it for a bit, and am thinking I'm going to switch back. Are you using Mutilate as a budget option over Damnation, or do you have a lot of indestructible perms you are facing down?
Are you using Mutilate as a budget option over Damnation, or do you have a lot of indestructible perms you are facing down?
I generally play 2x Toxic Deluge and 2x Damnation and only posted Mutilate for people looking for a budget alternative because I don't think it matters much. I think that Toxic Deluge is a lot better than Damnation since it doesn't kill my Wights, it only costs 3 mana and I can fire it off at 3 for Kalitas, Traitor of Ghet. If I have to do it for more then that's fine too but I like having the option to "Anger of the Gods."
Yeah...running Mutilate as (way, WAY) budget Damnations. No other reason. The Torment art is waaaaaaaaaaaay better than the reprint too, btw. I run it for that too, if I'm completely honest.
I do prefer Deluge to either one too but those are rather pricey. I currently only have 2x. If they ever reprint it, perhaps more..
I do prefer Deluge to either one too but those are rather pricey. I currently only have 2x. If they ever reprint it, perhaps more..
I don't actually like running 4x Toxic Deluge. The lifeloss can add-up quickly making it difficult to chain them together multiple turns in a row. This is especially true in decks with Arenas and such. Don't get me wrong, it's the best Black removal spell by a significant margin, but it's not infallible.
No. I think that BSZ is an extremely overrated Magic card in the MP/EDH/Cube community. The card is inefficient, slow and inadequate in the early game where you need it the most. Toxic Deluge kills all creatures for 3 mana. Damnation kills everything for 4. Languish is -4/-4 on turn 4. There's no compelling reason to pay so much for a Wrath.
No. I think that BSZ is an extremely overrated Magic card in the MP/EDH/Cube community. The card is inefficient, slow and inadequate in the early game where you need it the most. Toxic Deluge kills all creatures for 3 mana. Damnation kills everything for 4. Languish is -4/-4 on turn 4. There's no compelling reason to pay so much for a Wrath.
Unfortunately Languish has spiked in price once again. Maybe once Origins rotates out it'll be less than 5 bucks again but right now we're stuck with Crux of Fate or something similar for budget options.
No. I think that BSZ is an extremely overrated Magic card in the MP/EDH/Cube community. The card is inefficient, slow and inadequate in the early game where you need it the most. Toxic Deluge kills all creatures for 3 mana. Damnation kills everything for 4. Languish is -4/-4 on turn 4. There's no compelling reason to pay so much for a Wrath.
Unfortunately Languish has spiked in price once again. Maybe once Origins rotates out it'll be less than 5 bucks again but right now we're stuck with Crux of Fate or something similar for budget options.
Oh lordy you're not joking! I wasn't even happy picking them up for 2 bucks or whatever and now they're ten O.O?
I know that this is a bad time to discuss it but I think that Languish is amazing and I underrated it back when I reviewed Origins. It's significantly more flexible than Mutilate and much more powerful than Bater in Blood. I actually have it ranked 3rd next to Toxic Deluge (#1 by a lot) and Damnation on the Black mass removal chart.
Isn't the point that it's less flexible? Or do you mean in terms of building your deck around it with X/5s?
Nah Black doesn't have many X/5s that cost less than 6 mana so that never amounted to much in my experience. The reason why I feel that it's more flexible is that it dramatically reduces your deckbuilding constraints. In monoblack Cabal Coffers that doesn't matter much but in every other color combo and/or archetype it matters a lot. Unless you were going to sleeve up 21+ Swamps in the first place it almost always makes significantly more sense to field Languish.
While Phyrexian Obliterator hasn't been considered 'budget' for some time, nor does it play nice with Pestilence, it does have BBBB for its casting cost, feeding devotion wonderfully. For those who own one or more, it seems a shoe-in for a devotion deck.
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How's about Deathrite Shamans? My thinking was that with so many 4-drops you really want some kind of mana rock, but Deathrite Shaman is a turn quicker (assuming other people sac lands), provides devotion and adds up loads of damage.
Card is nuts and while I wouldn't play it in the "all mass removal deck" in anything else I'd slam the full 4. I actually played a Birthing Pod, Siege Rhino deck that included them and my 2 drop was Bloodghast for obvious reasons. I really like the Rhino -> Gary curve and DRS is the best 1 drop in the game (more-or-less) so it's the 2 and 3 drops that I tend to struggle with the most. Usually that's where interaction such as Abrupt Decay and Golgari Charm and other nonsense come in as well as bombs such as Toxic Deluge and Pernicious Deed. White is usually just Rhino and Swords to Plowshares if I ant spot removal. Grasp of Fate is too tough to cast (I never want to fetch double-White that early) and adds no devotion so it's "meh" compared to Pernicious Deed.
That's a pretty sweet direction to take pod. Mine is a Melira Pod deck (using DRS, of course), but if I ever tire of playing the combo version , version the drain train is exactly what I would do too. Wouldn't even need Chord of Calling in that...
That's a pretty sweet direction to take pod. Mine is a Melira Pod deck (using DRS, of course), but if I ever tire of playing the combo version , version the drain train is exactly what I would do too. Wouldn't even need Chord of Calling in that...
I dislike combo Pod in MP. The combo cards are useless on their own and the combo itself is both too easy too disrupt and too easy to see coming. I'm fine with combos like Splinter Twin and other garbage that you can spring at EOT or that win the game immediately but combo Pod is a deck that I haven't experienced much competitive success with in a MP setting.
I dislike combo Pod in MP. The combo cards are useless on their own and the combo itself is both too easy too disrupt and too easy to see coming. I'm fine with combos like Splinter Twin and other garbage that you can spring at EOT or that win the game immediately but combo Pod is a deck that I haven't experienced much competitive success with in a MP setting.
I mean those are quite solid observations - but, I mean, Splinter Twin is still a sorcery speed combo card that loses to StP. It's certainly a consideration, and clearly the Rhino Pod is quite a bit more resilient.
I've been liking it a lot. I really wanted to jam a 1 drop devotion producer, and right now that's Bloodchief Ascension. The deck is a little crowded at the 3-drop spot or I would try Liliana of the Veil out for more Ascension triggers.
a) He does nothing outside of combat. Kuon is not really in there for attacking or defending. At all. I can play him, and get him activated all in the same turn - whereas, unless someone attacks into my Phyrexian Obliterator, I get no value from him until my next turn... he may as well have been a wall. Pestilence can be activated in response to a removal spell for Kuon, and I can flip him, giving him a certain amount of "immunity" to removal. I have absolutely zero way of saving Obliterator from StP, on the other hand. Obliterator literally does nothing outside of combat, but Kuon absolutely does his thing outside of combat.
b) He gets removed immediately because he is so scary. Sure, this may apply to Kuon as well. Sure, most powerful magic cards are like this. However, this statement is tied directly to the first, in that, without getting to a combat step, all he does is make people attack elsewhere, if they don't have removal. If they have removal, you lose your creature. Even then, if they don't have removal for him, he isn't exactly causing you to run away with the game. Any number of strategies are completely unaffected by him running loose. He hits for 5, at one opponent... then what? Everyone else can attack you while your defenses are down, and you die. My point is that he causes you to be public enemy number one, and for not that great of an upside. Kuon, on the other hand, is much harder to remove (can become an enchantment at instant speed), doesn't care about attack steps, doesn't cause you to let down your defenses to actively begin winning, makes it difficult for opponents to keep any creatures in play, etc...
I'm not sure I understand your position that Kuon fits the rationale for why I don't jam the Obliterator... it doesn't remotely fit...
19x Swamp
3x Cabal Coffers
1x Urborg, Tomb of Yawgmoth
1x Volrath's Stronghold
Creatures (21)
4x Relentless Dead
2x Zulaport Cutthroat
4x Fleshbag Marauder
2x Kalitas, Traitor of Ghet
1x Gonti, Lord of Luxury
1x Erebos, God of the Dead
4x Gray Merchant of Asphodel
1x Sidisi, Undead Vizier
1x Demon of Dark Schemes
1x Sepulchral Primordial
4x Dark Ritual
1x Phyrexian Reclamation
4x Phyrexian Arena
2x Oath of Liliana
2x Pestilence
2x Massacre
I'm wondering what people think is the new "optimal" Black Devotion list. This is what I've been jamming online recently and while the list feels solid I'm positive that improvements could be made. Cards that I'm not entirely sold on include Abyssal Gatekeeper, Graveborn Muse and some combination of Pestilence/Mutilate can probably go. Just looking for generic opinions on what people like/dislike in this archetype and what works for them/people in their meta. I generally balance my decks to function in 4 player FFAs and I'm not overly concerned with infinite/degenerate combos. I want something that interacts well with opposing creatures and that won't get overrun in the early stages of the game.
Kalitas is bonkers and I'm never running fewer than 2. The card straight-up ins games. While Relentless Dead isn't God-tier or anything it's still likely the best man for the job as the go-to early drop. Good on turn 2, good on turn 8, it's what I've been looking for in a Black 2 drop for a long time. Otherwise 4x Arena is fairly self-explanatory since the deck needs card draw + devotion and Gary speaks for himself. 1x Sidisi is ideal for tutoring and recurring her is always nice but the deck doesn't want more than 1-2. Phyrexian Reclamation isn't perfect but it's a relevant 1 drop and unlike most other persistent forms of recursion it never exiles my threats. I might jam some Animate Deads in there too but I like the 1 persistent recursion engine and it's that or Oversold Cemetery. Massacre is another "uncuttable" spell in my mind since a free Infest is a big game that prevents aggro/utility/mana dorks/etc. from pressuring me. It also has fantastic synergy with Kalitas. Turn 4 Kalitas + Massacre frequently puts 20 power into play in larger games but even in smaller ones it's usually a massive blowout. Otherwise Fleshbag Marauder is one of the strongest removal spells in the game and since it's a Zombie it ticks all the right boxes for the archetype. I don't think that running fewer than 4 is justifiable in that sense.
I feel like the core is something close to:
20x Swamp
3x Cabal Coffers
1x Urborg, Tomb of Yawgmoth
1x Unholy Grotto
4x Relentless Dead
4x Fleshbag Marauder
2x Kalitas, Traitor of Ghet
4x Gray Merchant of Asphodel
1x Sidisi, Undead Vizier
1x Phyrexian Reclamation
4x Phyrexian Arena
2x Massacre
But it's the last 13 slots that I'm not quite sure of yet. Might start testing Wight of Precinct Six again to pair with Pestilence and get another big drop in there.
20x Swamp
3x Cabal Coffers
1x Urborg, Tomb of Yawgmoth
1x Unholy Grotto
Creatures (22)
4x Wight of Precinct Six
4x Relentless Dead
4x Fleshbag Marauder
2x Kalitas, Traitor of Ghet
1x Corpse Augur
4x Gray Merchant of Asphodel
1x Sidisi, Undead Vizier
1x Sepulchral Primordial
1x Overseer of the Damned
1x Phyrexian Reclamation
4x Phyrexian Arena
4x Mutilate
2x Massacre
2x Pestilence
Wight + Kalitas is a bit of a nonbo though but it probably doesn't matter much.
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Green - Blue - Red - White - Gold
Or Volrath's Stronghold for that matter?
The rest I won't comment on. Haven't played this kind of deck enough. And my meta / style differs too much.
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
A single oversold Cemetery and/or Dark Prophecy
Nykthos + Coffers doesn't pair well together in my experience. Coffers is the more reliable mana engine so I opted for it instead.
Good point about Stronghold. Removed the Unholy Grotto.
I've ran Nantuko Shade more than I care to admit but with 4x Arena I typically always have spells to cast and Wight of Precinct Six is ostensibly the same card except it doesn't require constant mana investments.
Tested Dark Prophecy alongside Relentless Dead but it was still a lot worse than Arena given that I couldn't always cast it on turn 3. The card is fine but Arena is just broken in Control decks.
I don't want more than 2 recursion engines between Volrath's Stronghold/Unholy Grotto and then either Phyrexian Reclamation/Oversold Cemetery/Diabolic Servitude/etc. My problem with Cemetery is that it's both conditional and slow in that it recurs a single creature (at most) whereas Cabal Coffers + Reclamation is very strong in the lategame. It's clearly very mana and life intensive but that's not a problem for this style of deck and neither card has any significant value early on so I'd rather (sometimes) have a 1 drop since I rarely have time to cast a "useless" 2 drop (my deck has eight 2 drops and eight 3 drops after all).
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Green - Blue - Red - White - Gold
Nykthos + Coffers doesn't pair well together in my experience. Coffers is the more reliable mana engine so I opted for it instead.
Good point about Stronghold. Removed the Unholy Grotto.
I've ran Nantuko Shade more than I care to admit but with 4x Arena I typically always have spells to cast and Wight of Precinct Six is ostensibly the same card except it doesn't require constant mana investments.
Tested Dark Prophecy alongside Relentless Dead but it was still a lot worse than Arena given that I couldn't always cast it on turn 3. The card is fine but Arena is broken in Control decks since it always does its thing.
I don't want more than 2 recursion engines between Volrath's Stronghold/Unholy Grotto and then either Phyrexian Reclamation/Oversold Cemetery/Diabolic Servitude/etc. My problem with Cemetery is that it's both conditional and slow in that it recurs a single creature (at most) whereas Cabal Coffers + Reclamation is very strong in the lategame. It's clearly very mana and life intensive but that's not a problem for this style of deck and neither card has any significant value early on so I'd rather (sometimes) have a 1 drop since I rarely have time to cast a "useless" 2 drop (my deck has eight 2 drops and eight 3 drops after all).
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Green - Blue - Red - White - Gold
I'm maindecking 3x Damnation & 4x Mutilate so it's gonna flip fairly often, I think.
(I replaced 2x Vampire Nighthawks.)
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Now this I can get behind. The card is bonkers with Massacre and once I have Phyrexian Arena + Kuon's Essence + Gray Merchant of Asphodels rolling I don't see how people are going to recover.
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Green - Blue - Red - White - Gold
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I generally play 2x Toxic Deluge and 2x Damnation and only posted Mutilate for people looking for a budget alternative because I don't think it matters much. I think that Toxic Deluge is a lot better than Damnation since it doesn't kill my Wights, it only costs 3 mana and I can fire it off at 3 for Kalitas, Traitor of Ghet. If I have to do it for more then that's fine too but I like having the option to "Anger of the Gods."
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Green - Blue - Red - White - Gold
I do prefer Deluge to either one too but those are rather pricey. I currently only have 2x. If they ever reprint it, perhaps more..
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I don't actually like running 4x Toxic Deluge. The lifeloss can add-up quickly making it difficult to chain them together multiple turns in a row. This is especially true in decks with Arenas and such. Don't get me wrong, it's the best Black removal spell by a significant margin, but it's not infallible.
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Green - Blue - Red - White - Gold
with all the black mana you can get off devotion, the x can get awfully big and it shuffles back into your library so you can keep using it
No. I think that BSZ is an extremely overrated Magic card in the MP/EDH/Cube community. The card is inefficient, slow and inadequate in the early game where you need it the most. Toxic Deluge kills all creatures for 3 mana. Damnation kills everything for 4. Languish is -4/-4 on turn 4. There's no compelling reason to pay so much for a Wrath.
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Green - Blue - Red - White - Gold
Unfortunately Languish has spiked in price once again. Maybe once Origins rotates out it'll be less than 5 bucks again but right now we're stuck with Crux of Fate or something similar for budget options.
Oh lordy you're not joking! I wasn't even happy picking them up for 2 bucks or whatever and now they're ten O.O?
I know that this is a bad time to discuss it but I think that Languish is amazing and I underrated it back when I reviewed Origins. It's significantly more flexible than Mutilate and much more powerful than Bater in Blood. I actually have it ranked 3rd next to Toxic Deluge (#1 by a lot) and Damnation on the Black mass removal chart.
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Green - Blue - Red - White - Gold
Nah Black doesn't have many X/5s that cost less than 6 mana so that never amounted to much in my experience. The reason why I feel that it's more flexible is that it dramatically reduces your deckbuilding constraints. In monoblack Cabal Coffers that doesn't matter much but in every other color combo and/or archetype it matters a lot. Unless you were going to sleeve up 21+ Swamps in the first place it almost always makes significantly more sense to field Languish.
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Green - Blue - Red - White - Gold
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Card is nuts and while I wouldn't play it in the "all mass removal deck" in anything else I'd slam the full 4. I actually played a Birthing Pod, Siege Rhino deck that included them and my 2 drop was Bloodghast for obvious reasons. I really like the Rhino -> Gary curve and DRS is the best 1 drop in the game (more-or-less) so it's the 2 and 3 drops that I tend to struggle with the most. Usually that's where interaction such as Abrupt Decay and Golgari Charm and other nonsense come in as well as bombs such as Toxic Deluge and Pernicious Deed. White is usually just Rhino and Swords to Plowshares if I ant spot removal. Grasp of Fate is too tough to cast (I never want to fetch double-White that early) and adds no devotion so it's "meh" compared to Pernicious Deed.
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Green - Blue - Red - White - Gold
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I dislike combo Pod in MP. The combo cards are useless on their own and the combo itself is both too easy too disrupt and too easy to see coming. I'm fine with combos like Splinter Twin and other garbage that you can spring at EOT or that win the game immediately but combo Pod is a deck that I haven't experienced much competitive success with in a MP setting.
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Green - Blue - Red - White - Gold
I mean those are quite solid observations - but, I mean, Splinter Twin is still a sorcery speed combo card that loses to StP. It's certainly a consideration, and clearly the Rhino Pod is quite a bit more resilient.
Back to MBC, I've been testing:
20x Swamp
3x Cabal Coffers
1x Urborg, Tomb of Yawgmoth
1x Volrath's Stronghold
Creatures (22)
4x Bloodchief Ascension
4x Relentless Dead
4x Fleshbag Marauder
2x Kalitas, Traitor of Ghet
2x Kuon, Ogre Ascendant
4x Gray Merchant of Asphodel
1x Sidisi, Undead Vizier
1x Sepulchral Primordial
1x Phyrexian Reclamation
4x Phyrexian Arena
2x Damnation
2x Toxic Deluge
2x Pestilence
2x Massacre
I've been liking it a lot. I really wanted to jam a 1 drop devotion producer, and right now that's Bloodchief Ascension. The deck is a little crowded at the 3-drop spot or I would try Liliana of the Veil out for more Ascension triggers.
It's been pretty few and far between, but Sepulchral Primordial has felt bad on the few occasions where Kalitas has made a joke of my opponent's binned creatures. I may try Sheoldred, Whispering One or just a No Mercy in that spot.
My Powered 630 card Vintage Multiplayer Cube
cEDH: WUBR Blue Farm WUBR, UG Kinnan Flips UG, U Urza Scepter U
He also does absolutely nothing outside of combat, and gets removed immediately because he is so scary.
My Powered 630 card Vintage Multiplayer Cube
cEDH: WUBR Blue Farm WUBR, UG Kinnan Flips UG, U Urza Scepter U
I feel Kuon, Ogre Ascendant fits that rationale. I would understand if you said "It doesn't work with Pestilence".
Aside from the fact that Phyrexian Obliterator doesn't work well with Pestilence, as you yourself pointed out, Kuon, Ogre Ascendant does not fit my rationale at all, which was:
a) He does nothing outside of combat. Kuon is not really in there for attacking or defending. At all. I can play him, and get him activated all in the same turn - whereas, unless someone attacks into my Phyrexian Obliterator, I get no value from him until my next turn... he may as well have been a wall. Pestilence can be activated in response to a removal spell for Kuon, and I can flip him, giving him a certain amount of "immunity" to removal. I have absolutely zero way of saving Obliterator from StP, on the other hand. Obliterator literally does nothing outside of combat, but Kuon absolutely does his thing outside of combat.
b) He gets removed immediately because he is so scary. Sure, this may apply to Kuon as well. Sure, most powerful magic cards are like this. However, this statement is tied directly to the first, in that, without getting to a combat step, all he does is make people attack elsewhere, if they don't have removal. If they have removal, you lose your creature. Even then, if they don't have removal for him, he isn't exactly causing you to run away with the game. Any number of strategies are completely unaffected by him running loose. He hits for 5, at one opponent... then what? Everyone else can attack you while your defenses are down, and you die. My point is that he causes you to be public enemy number one, and for not that great of an upside. Kuon, on the other hand, is much harder to remove (can become an enchantment at instant speed), doesn't care about attack steps, doesn't cause you to let down your defenses to actively begin winning, makes it difficult for opponents to keep any creatures in play, etc...
I'm not sure I understand your position that Kuon fits the rationale for why I don't jam the Obliterator... it doesn't remotely fit...
My Powered 630 card Vintage Multiplayer Cube
cEDH: WUBR Blue Farm WUBR, UG Kinnan Flips UG, U Urza Scepter U