This will be my second round at Wort, the Raidmother. It's still for 1v1 or multi; casual and budget. Deck is suppose to greedily ramp, protect Wort, and burn Burn BURN everything that stands in its way.
I understand that a 'direct burn' theme is not the stongest that EDH has to offer. Never-the-less, the deck works surprisingly well in the casual setting.
- It keeps early game control with land destruction and burn spells while ramping like crazy.
- Mid game, utility creatures drop, enough to threaten opponents board position and the plan is for them to expend there resources to kill spells and boardwipes.
- Late game, Wort rears her ugly head, as I have enough mana to do some real damage now; conspiring any spell for some serious damage straight to the face. Conspiring several mega token producers will help conspire more burn.
I find the experiance quite enjoyable, if not a little chaotic.
Suggestions, opinions, and recommendations are all more than welcome.
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
August 12 2012 Rebuild:
Version 1 Cuts:
- Dragon Fodder: Just not enough impact, even when doubled by Wort.
- Brightstone Ritual: Never had consistency with my goblins sticking around.
- Mogg Alarm: Just not enough impact, even when doubled by Wort.
- Soul's Majesty: Too expensive to cast
- Quest for Pure Flame: Not reliant enough.
- Flame Javelin: too expensive to cast
- Titan's Revenge: Too random to get back...
- Warstorm Surge: had hoped that this would be explosive in conjuction with my token spells. Turns out it's a real hit/miss...
Rather than repeatedly upgrade my deck as I have done with my EDH decks in the past, I plan to build this Wort, the Raidmother deck online before going to the store. I plan this deck to exist on a more competative level, 1vs1. Suggestions, opinions, and recommendations are all more than welcome.
Personally, I think is is unavoidable that you may have to repeatedly upgrade your deck -- some would argue that half the fun of EDH comes from here. Notwithstanding new expansions, sometimes, you will find that some suggestions here may not suit your play style. There is also the issue that your metagame could be something else altogether. Then again, I suppose you are aiming to minimise "upgrades".
Is lifegain totally necessary? I played Wort myself but I never actually seen the need for obvious lifegain spells -- except for those incidental ones, such as Primal Command, Momentous Fall, etc. or lifegain tacked to something useful.
How I hope this deck runs is to throw up chunk blockers and not really care about making any sort of creature attack against my opponent. Instead it's going to be all about direct burn spells.
You had better have something flying and trampling attackers, if that is how you're planning to be playing it. That and direct burn spells aren't exactly the best strategy in EDH -- players do begin with 40 life (or 30 life, depending which rules you are using).
I know I have a few too many cards listed so far. Not including land, I'm sitting at 77 cards. Suggestions on what I should be cutting? Suggestions on what really really should be included, despite having too many?
Do I have too many direct burn spells?
Do I need more mana acceleration?
I'm not sure how the mana ramp is going to work. I imagine after turn 4 when I get Wort, the Raidmother down my mana will shoot up considerably, though is there anything to help stabilize the early game?
You probably want less direct burn spell and more disrpution. Your choosen instant and sorcery arsenals do not seem to be anything that would seriously set your opponent back. Spells like Empty the Warrens, Goblin Offensive, et. al. aren't anything that your opponents are going to lose sleep over. I know you intend them to be chump blockers but eventually, even this plan will crumble as you will run out of chumpers. Note that your "main spells" aren't anything that your opponents will lose sleep over, anyway. Your opponent won't exactly die to most of your burns unless you somehow manage Banefire for X=20 conspired.
My suggestion is that you use instants and sorceries with more impact such as Plow Under, Stunted Growth, Comet Storm, etc. You'll notice that with the spells I mentioned, conspiring any of them could be very unhealthy for your opponent.
Lastly, Wort, the Raidmother is pretty vunerable. Being the nexus of my game plan, I'd hate for my opponenet to target him off the board all the time. Are there any suggestions for how I can protect him?
Yeah, I took a look at all the Wort decks as I was putting this together, including your primer.
Thing is the common mentality for Wort is to go green with a splash of red. I was hoping for a deck build the other way around, but the more I worked at it, the more I found out that green is essential to make that mana ramp work. That's why I've tried for 50/50 split between the two colours. It's not quite working the way I had hoped however. Goal of this deck was to direct burn the opponent, regardless of what he has on the board, and burn him fast enough that he's not able to life gain to counter.
I appriciate you reposting the primer though. It'll give me a chance to cross reference it for better ideas.
In a cutthroat competitive group I don't think direct burn is the way to go, but that all depends on your playstyle. It have been very effective for me to disrupt my opponent's plan with LD while gaining an unlosable board position or comboing off. I think this is a good way to take Wort to win the most matches, but I'd love to hear how your results are. If you'd like to test it without buying the cards, MWS might be your friend as well
In a cutthroat competitive group I don't think direct burn is the way to go, but that all depends on your playstyle. It have been very effective for me to disrupt my opponent's plan with LD while gaining an unlosable board position or comboing off. I think this is a good way to take Wort to win the most matches, but I'd love to hear how your results are. If you'd like to test it without buying the cards, MWS might be your friend as well
Well, I'm just toying with the idea at the moment. I figured that the "direct burn" would serve as two functions. First, it would keep the board clear of enemy creatures (except for those with shroud). Second, it would provide direct attack to my opponent.
I undersand that I probably won't be conspiring a x=20 banefire, but if I can conspire a x=10 banefire and a x=10 comet storm...that has the same effect.
Card draw is going to be really important to replenish my burn capabilities.
I've been 'burning' through my decklist, trying to get the count down to 100...at the moment it's sitting at 107. I'm beginning to have a really hard time deciding on what I should cut and what I should keep. Suggestions from the experts out there would be wonderfully appriciated. Does this deckbuild even have a chance?
Please keep in mind that I intend this deck to be a 1vs1, casual, budget, direct burn themed, deck with emphasis on Wort's conspire.
I currently play Wort with a burn theme rather than a token theme and have been doing so for about 2 years now. Although I've received mostly patronizing feedback on my card choices, maybe you can draw some ideas since you want to be burn focused as well.
These would be my cuts to bring the deck to 100:
Ulasht, the Hate Seed:
Apocalypse Hydra:
I tried both of these guys in the early stages and ran into tooany instances where I had few creatures or less than 7 mana.
Seething Song: I found that the mana ramp spells were enough, and you are playing all the good ones already.
Needle Drop: I assume this is there for the card draw more than the poke, but I think your other burn/draw outclasses this.
Quest for Pure Flame:
Overblaze:
I cut these two from my deck for the same reason you cut Mirari. Funny enough, I still have the Mirari.
Beacon of Creation: it feels like you have too few forests for this, especially since you want to focus on red.
If you would like my decklist, I can provide it later as I don't want to type that out on an iPhone.
In either case, don't give up! Wort is playable and very fun to play. The only hard part is agonizing over cutting cards.
You're missing two MVP's for Wort: Desert Twister and Fissure. Green and Red both have trouble spot removing creatures and now you can nail twice as many. Aftershock is worth considering. Rootgrapple is also quite nice, even if you don't get the draw off of it.
Hull Breach is pretty nice for board wiping since on its own it's great and conspired gets even stickier. I would almost suggest taking out Decimate because it's awesome in Multi, but this is posted in 1v1, so I assume you're doing this in 1v1 and honestly, how many times can you actually cast this against one player and have it be fully effective?
Cut Browbeat. It sucks in EDH, absolutely horrible. Has this ever helped you win any games or just resulted in not much of a game impact?
I think you're running too many X damage spells. Cut some because once you draw into a couple, you won't be able to get much out of them. Each take their own turn to throw and since your'e not sporting many combos to win off of one without sheer ramp, you probably won't get enough mana to puncture 40 life too easily. Try out other X spells that use a ton of mana to win through extra routes. Don't cut too many, but maybe free up a couple extra slots. It's not a good idea to make yourself such a one trick pony. First off, X spells are useless early game and become dead weight in the graveyard when you go to pop the ultimate on Chandra Ablaze, which in my Wort deck is a very reliable win condition because of being able to blow up a Wheel of Fortune, get more burn in hand and play more burn from the graveyard. I'm almost considering running a Painter's Servant so I can recast all the green ramp and destruction spells. Who knows, it could even work for you. Might make conspiring easier if all spells were the same color and all creatures were the same color, right?
Why did you cut Manamorphose? I saw your reason, but I disagree with it. It's always done wonders for me. On its own, it replaces itself and is a mana fixer (not that getting R or G should be a problem in this deck). But conspired it produces more mana (essentially making two creatures you control produce 1 mana each) and each giving you another card. Plus when you pop off Chandra Ablaze, you can two more mana and another card. Same goes for Seething Song, minus all the praise about card advantage.
Oh, and Chord of Calling needs to be in here. That card is nuts, and conspired, is extra nuts. Allow me to grab my Fire Servant and Siege-Gang Commander...
Private Mod Note
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Rollback Post to RevisionRollBack
BInfect BWDeath & Taxes UBRAffinity
RBurn UBRSac Land Tendrils UBRGOops, All Spells
WUGPhelddagrif GGGOmnath, Locus of Mana BBBXiahou Dun, the One-Eyed RRRAshling, the Pilgrim BBWTeysa, Scion of Orzhov UUUTalrand, Sky Summoner UUBVela the Night-Clad GGBVhati il-Dal RUWRuhan of the Fomori
I think I had these two cards in my original decklist, before deciding to go Red. Currently I'm not going to be soooo mean as to make my opponent replay his lands.
You're missing two MVP's for Wort: Desert Twister and Fissure. Green and Red both have trouble spot removing creatures and now you can nail twice as many. Aftershock is worth considering. Rootgrapple is also quite nice, even if you don't get the draw off of it.
This is an area where I've felt very limited. Perhaps I don't fully understand how this deck will ramp, but I would think cards like Desert Twister and Fissure would be costly removal. On the other hand, I've been having a hard time finding those spot removal answers...that's why I packed so many X spells, burn removal as required. Neverthless, I'll take a look into it further.
Hull Breach is pretty nice for board wiping since on its own it's great and conspired gets even stickier. I would almost suggest taking out Decimate because it's awesome in Multi, but this is posted in 1v1, so I assume you're doing this in 1v1 and honestly, how many times can you actually cast this against one player and have it be fully effective?
Yeah, I've been on the edge with Decimate. So much power for 4 mana....but you gotta use all the power. I've taken it off my list. I've put it back on the list. The trick is I need more enchantment removal and red doesn't provide the greatest options there. Perhaps I'll fill it with one of your earlier suggestions.
Cut Browbeat. It sucks in EDH, absolutely horrible. Has this ever helped you win any games or just resulted in not much of a game impact?
I've read other forums about this card and thought the same. But really that horrible? Sure, early game what's 5 life....but what about late game and conspire it? Now, for 3 mana (and tap two goblins) I get 6 cards, I get 3 cards while my opponent loses 5 life, or my opponent loses 10 life. At this stage I think I'll keep it in, though I suppose playtesting it later will show it's true potential.
I think you're running too many X damage spells. Cut some because once you draw into a couple, you won't be able to get much out of them. Each take their own turn to throw and since your'e not sporting many combos to win off of one without sheer ramp, you probably won't get enough mana to puncture 40 life too easily. Try out other X spells that use a ton of mana to win through extra routes. Don't cut too many, but maybe free up a couple extra slots. It's not a good idea to make yourself such a one trick pony. First off, X spells are useless early game and become dead weight in the graveyard when you go to pop the ultimate on Chandra Ablaze, which in my Wort deck is a very reliable win condition because of being able to blow up a Wheel of Fortune, get more burn in hand and play more burn from the graveyard. I'm almost considering running a Painter's Servant so I can recast all the green ramp and destruction spells. Who knows, it could even work for you. Might make conspiring easier if all spells were the same color and all creatures were the same color, right?
I've slowly been coming to the same conclusion. At first, I didn't want to cut any (having about 20 at the time) because I wanted to hold strongly the the burn theme. However, eventually I let go of the crappy ones when I found sweet replacements like Obsidian Fireheart or Valakut, the Molten Pinnacle. Now that I only have a few more cuts to make, I'm finding that these X spells are in the way again. Most likely I'll be cutting a few of them.
Why did you cut Manamorphose? I saw your reason, but I disagree with it. It's always done wonders for me. On its own, it replaces itself and is a mana fixer (not that getting R or G should be a problem in this deck). But conspired it produces more mana (essentially making two creatures you control produce 1 mana each) and each giving you another card. Plus when you pop off Chandra Ablaze, you can two more mana and another card. Same goes for Seething Song, minus all the praise about card advantage.
That's the reason I had them in my decklist in the first place. But then I figured consistant mana base would be better served that a one shot deal. (Two if you include Chandra Ablaze). I figured consistant mana was more efficiant then one shot mana and so took them out. Hearing that it's done you wonders makes me rethink the situation, and if there is space, I may just put them back in.
Oh, and Chord of Calling needs to be in here. That card is nuts, and conspired, is extra nuts. Allow me to grab my Fire Servant and Siege-Gang Commander...
I simply never considered it. My deck wasn't really designed around creature build, so I thought a creature tutor shouldn't be nessessary. I shall enter it into my considerations.
@herbert west: Thanks for your input! You've put me much closer to the finished product.
@All: I won't say no to any other comments/suggestions; I appreciate it...
Oh, and I don't know if you wanted any fun gimmicks to run, but I run Hellkite Charger + Bear Umbra, not relying on it, but if I can, it's fun to win with.
Private Mod Note
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Rollback Post to RevisionRollBack
BInfect BWDeath & Taxes UBRAffinity
RBurn UBRSac Land Tendrils UBRGOops, All Spells
WUGPhelddagrif GGGOmnath, Locus of Mana BBBXiahou Dun, the One-Eyed RRRAshling, the Pilgrim BBWTeysa, Scion of Orzhov UUUTalrand, Sky Summoner UUBVela the Night-Clad GGBVhati il-Dal RUWRuhan of the Fomori
Oh, and I don't know if you wanted any fun gimmicks to run, but I run Hellkite Charger + Bear Umbra, not relying on it, but if I can, it's fun to win with.
Yeah, I've seen this combo before. Don't think I want to put it in my deck though. I'm not trying to rely on creature overrun...
I enjoy your build. While I wouldn't of pulled Fanning the Flames, I see your goals. The signets aren't a bad mana source, but something like Darksteel Ingot can be more reliable. I often run both. Foriysian Totem is an odd pick in this catagoery. I used to run it. I never used the creature ability, but it could be useful.
Oran-Rief, the Vastwood is an awesome land to have with token generators. Slice in Twain is just great, aside from the slightly higher cost. It's hard to beat the instant speed with cantrip, though.
Aaaaah Lightning Bolt. Probably the best common card. Ever. In EDH though? I feel like it's not worth a spot. Maybe it's just me. I'd rather run with something likeBranching Bolt
Yeah, I've seen this combo before. Don't think I want to put it in my deck though. I'm not trying to rely on creature overrun...
It's not necessarily creature overrun, it's just repeatedly slapping an opponent in the face with Hellkite Charger until they die.
Private Mod Note
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Rollback Post to RevisionRollBack
BInfect BWDeath & Taxes UBRAffinity
RBurn UBRSac Land Tendrils UBRGOops, All Spells
WUGPhelddagrif GGGOmnath, Locus of Mana BBBXiahou Dun, the One-Eyed RRRAshling, the Pilgrim BBWTeysa, Scion of Orzhov UUUTalrand, Sky Summoner UUBVela the Night-Clad GGBVhati il-Dal RUWRuhan of the Fomori
I enjoy your build. While I wouldn't of pulled Fanning the Flames, I see your goals. The signets aren't a bad mana source, but something like Darksteel Ingot can be more reliable. I often run both. Foriysian Totem is an odd pick in this catagoery. I used to run it. I never used the creature ability, but it could be useful.
Oran-Rief, the Vastwood is an awesome land to have with token generators. Slice in Twain is just great, aside from the slightly higher cost. It's hard to beat the instant speed with cantrip, though.
Aaaaah Lightning Bolt. Probably the best common card. Ever. In EDH though? I feel like it's not worth a spot. Maybe it's just me. I'd rather run with something likeBranching Bolt
Thanks for the advice. Was on the fence about Slice in Twain; thought the mana cost was a bit too high. I'll take another look...
Lightning Bolt....yeah, I've heard it's not the best EDH card, but in this card I thought a conspired 6 damage for 1 mana would be sweet...I'm going to play test it....it may get pulled in version 2.0 though.
I can't believe I missed Grapeshot. That could become deadly if conspired. Was never a fan of Ignite Memories...too random. I already had Empty the Warrens in my decklist.
Here is the decklist I promised a few weeks ago. Sorry it is so late, I started to type it up and then I decided it was time to make some changes. Here is the updated list. Hope it helps. Don't give up on the burn!
Here is the decklist I promised a few weeks ago. Sorry it is so late, I started to type it up and then I decided it was time to make some changes. Here is the updated list. Hope it helps. Don't give up on the burn!
Awsome!! Thank you so much. I'll definately take a browse through your deck.
I had Rude Awakening in one of my origional pre-cut decklists and it made one of the really early cuts because I also have Seedborn Muse and Early Harvest, the first effecting all permanents and the second at instant speed. I suppose Mana Reflection can kinda be added to the same group too, though it doesn't allow for twice as much use, it does provide twice as much mana. Has Rude Awakening been a golden gem for your deck? Should I add it? Should I cut the others?
I really like Furystoke Giant. Burn Burn BURN. That's going in!
You've convinced me to put Mirari back into the decklist. It's almost a second Wort....I'm just worried it's going to have a bullseye on it the size of Texas.....wasting 5 mana....has this ever been a problem for you?
I've also noted that you don't have very many control spells....orther than Krosan Grip and Hull Breach. Am I over-emphasising my control spellls such that I have 8 of them???
I also noticed that you have a few 'shroud' artifacts. Is that specifically for protecting Wort?
Rude Awakening is actually quite good. I highly recommend it. With Wort, you can float mana in between the resolutions to generate a huge X spell, and then attack with a pile of 2/2's. You just have to be careful not to walk into cycled Decree of Pain.
Furystoke Giant is a new addition to my deck. I've only gotten to play him once, and I had Kiki-Jiki out, so it was interesting to say the least. I imagine he will be good for the times when Dragon Broodmother and Master of the Wild Hunt have been making tokens for a while.
Mirari is not usually that big of a target. When it dies, its no huge loss, but when it sticks around a bit, it just becomes insane. It is worth the 5 mana in my opinion. At worst case it eats a spell that would kill my equipment.
I actually have quite a few control spells. You just have to notice the Acidic Slime, Terastodon, Desert Twister, and Fissure. Tooth and Nail works as a control card if you get either of those creatures too. Those are usually enough to deal with problematic permanents.
Finally, yes, all the shroud equipment is to protect Wort. Now Wort is a giant bullseye on your back, and its usually "Swords" this or "Path" that. All the ways to protect her are very important. I would also recommend Asceticism, as it is probably much better than those equipment at protecting your general.
Well, I did some play testing with proxies the other night in an attempt to determine if the decklist was playable and effective. I wanted to make sure that the deck would be self sustaining before I went out and purchased the cards.
Overall, I was impressed. It's a quick deck. Lot's of burn to clear the opponents board of opposition. Lot's of mana ramp, which in conjunction with my duplicating spells, which makes for a massive board advantage. Lot's of direct burn which twists the battle into my favour.
Three major problems with the deck though:
First, Wort, the Raidmother is defenseless. Everytime she hit the table, she was picked off again so that I would not be able to use her conspire ability. I've found some cards that I've already added to the updated decklist that I'm thinking will help keep Wort on the table longer, but I'm looking for suggestions, opinions, and comments on this matter. What should I add? What should I cut?
The second major problem was flyers. The Flyers I have at my disposal are few and expensive to play. Also the burn I had was specifically targeted, so while I could hit one flyer, I could not hit them all. I've added some mass-burn spells to the decklist though I'm looking for input on this matter too. What should I add? What should I cut?
Lastly, the third major problem was fatties. When a creature rose above 8/8 I did not have the burn available to rid myself of the problem. I can see this becoming a big issue for me since I play against decks with cards like Uril, the Miststalker and Kresh, the Bloodbraid. I haven't found much in this area for 'destroy' effects instead of burn, so suggestions and ideas for this area would be greatly appriciated.
Arc Blade has just been a very 'Vorthos' card for the deck; I thought it would be better due to its recurring damage, but the three 3 tempo just seems like too little has been happening too late.
Volcanic Fallout.....I agree, everytime I've had it in hand I've said 'okay...I guess I'll play it, but only because I've got nothing else'.
Spinx Bone Wand I thought would really work good in a Sorcery themed deck. I've never had the chance to see it play yet so I'll keep it in for a while longer. Does it gain counters for Wort's conspired spells too?
You're the second to mention cutting Browbeat for Harmonize, but I'm not convinced. Yes, with Harmonize, you get 3 cards, conspired 6 card. With Browbeat it's 3 cards or 5 damage....conspired 6 cards or 10 damage.....and with the double damage effects in my decks, odds are it'll be 6 cards or 20 damage. Is 20 damage worth not getting 6 cards?? I dunno...but I don't think I'm done play testing it to cut it quite yet.
I do appriciate your thoughts though. Now I have more room for some other things.
If there is anything else, please do not hesistate to remark.
The problem with your analysis of Browbeat is two things in my opinion.
The first is that, regardless of the outcome, the opponent determines the outcome of the spell. If you really need cards, he will take the damage. If he would rather you draw some cards, he will take some damage. This decision will be different if you do or do not have one of your double damage sources out.
The second is that you are assuming that the opponent will chose the same mode for both spells. The conspired copy is a different resolution. He can take 5 and give you three cards.
If you insist on keeping in Browbeat, its your deck, but I cannot stress how powerful Harmonize is in this deck. You can play both.
Also, Sphinx Bone Wand will not get counters for conspired copies, as those spells are not cast.
@Imolatus: Sorry, it's been awhile since I have checked on this thread. Yes, I'll be keeping Browbeat in my decklist....it's a foily :D, and while not the most effective card draw, if I do conspire it with some doubling spell, it amounts to a sizable decision for my opponent....bascially being the card that put this deck idea together. Totally agree with you about Sphinx-Bone Wand. Not impressed with it. Replacing it with Vicious Shadows and I'll see how that card goes.
Also replacing Kazuul, Tyrant of the Cliffs with Galvanoth. Not sure if I'm cutting the right card though. So far everytime I've had Kazuul out, my opponent just doesn't attack...so no tokens are made. While it's great that I'm not being attacked, I really prefer the tokens. So if someone has a better cut, I'm all ears. I figure Galvanoth will be a good card to add since I have 33 cards that can make use of him and several others that I can filter through if I don't want to draw a sorcery or instant. In effect, it's another card draw option....which is something red needs all the help possible with....
This will be my second round at Wort, the Raidmother. It's still for 1v1 or multi; casual and budget. Deck is suppose to greedily ramp, protect Wort, and burn Burn BURN everything that stands in its way.
I understand that a 'direct burn' theme is not the stongest that EDH has to offer. Never-the-less, the deck works surprisingly well in the casual setting.
- It keeps early game control with land destruction and burn spells while ramping like crazy.
- Mid game, utility creatures drop, enough to threaten opponents board position and the plan is for them to expend there resources to kill spells and boardwipes.
- Late game, Wort rears her ugly head, as I have enough mana to do some real damage now; conspiring any spell for some serious damage straight to the face. Conspiring several mega token producers will help conspire more burn.
I find the experiance quite enjoyable, if not a little chaotic.
Suggestions, opinions, and recommendations are all more than welcome.
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
6 Wort, the Raidmother
//Planeswalkers (1)
4 Koth of the Hammer
//Creatures (15)
3 Guttersnipe
4 Obsidian Fireheart
5 Galvanoth
5 Acidic Slime
5 Fire Servant
5 Furystoke Giant
5 Siege-Gang Commander
5 Kazuul, Tyrant of the Cliffs
6 Charmbreaker Devils
6 Inferno Titan
6 Dragon Broodmother
6 Flameblast Dragon
7 Sandstone Oracle
8 Bogardan Hellkite
8 Magmatic Force
//Ramp (13)
1 Sol Ring
2 Gruul Signet
2 Talisman of Impulse
2 Rampant Growth
3 Harrow
3 Cultivate
3 Kodama's Reach
3 Early Harvest
3 Worn Powerstone
4 Mwonvuli Acid-Moss
4 Reap and Sow
4 Explosive Vegetation
5 Frenzied Tilling
1 Faithless Looting
3 Browbeat
4 Momentous Fall
4 Past in Flames
5 Restock
5 Reforge the Soul
6 Vengeful Rebirth
//Token Generators (5)
1 Gelatinous Genesis
1 Tempt with Vengeance
3 Gilt-Leaf Ambush
5 Grizzly Fate
5 Bestial Menace
//Burn Spells (10)
1x Banefire
1x Devil's Play
1x Red Sun's Zenith
1 Lightning Bolt
2x Comet Storm
2x Clan Defiance
2 Incinerate
3 Flame Javelin
3x Meteor Blast
5 Incendiary Command
//Buff Spells (7)
2 Lightning Greaves
2 Aspect of Mongoose
2 Reverberate
3 Reiterate
4 Wild Ricochet
4 Scapeshift
5 Curse of Bloodletting
2 Hull Breach
2 Artifact Mutation
2 Ancient Grudge
2 Naturalize
4 Aftershock
5 Cinder Cloud
5 Mogg Infestation
//Land (35)
1 Kazandu Refuge
1 Fungal Reaches
1 Rootbound Crag
1 Spinerock Knoll
1 Goblin Burrows
1 Valakut, the Molten Pinnacle
1 Command Tower
11 Forest
17 Mountain
100 cards in the decklist......
- Plow Under -- Doesn't ramp, but is just REALLY mean...especially if copied or conspired.
Arc Blade >> Red Sun's Zenith
Sphinx-Bone Wand >> Vicious Shadows
Volcanic Fallout >> Fireball
Heat Shimmer >> Brightstone Ritual ... with all the goblins in my deck, this has gotta be good!
Forest >> Gruul Turf
Molten Rain >> Slice in Twain
Kazuul, Tyrant of the Cliffs >> Galvanoth
Terastodon >> Spider Umbra ...was just too slow a creature to hardcast.
Rude Awakening >> Quest for Renewal ...just could never get rude awakening to go off...
June 18 2011
Mountain >> Goblin Burrows
Quest for Renewal >> Lightning Greaves
Mirari >> Sol Ring
Inferno >> Magmatic Force
Reach of Branches >> Grizzly Fate
Sept 1 2011 Update
Firewild Borderpost >> Warstorm Surge
August 12 2012 Rebuild:
Version 1 Cuts:
- Dragon Fodder: Just not enough impact, even when doubled by Wort.
- Brightstone Ritual: Never had consistency with my goblins sticking around.
- Mogg Alarm: Just not enough impact, even when doubled by Wort.
- Soul's Majesty: Too expensive to cast
- Quest for Pure Flame: Not reliant enough.
- Flame Javelin: too expensive to cast
- Titan's Revenge: Too random to get back...
- Warstorm Surge: had hoped that this would be explosive in conjuction with my token spells. Turns out it's a real hit/miss...
August 25 2012 Update:
Search for Tomorrow >> Early Harvest
Slice in Twain >> Elemental Mastery
Stalking Vengeance >> Hateflayer
Spider Umbra >> Faithless Looting
Blaze >> Devil's Play
Jan 9 2013 Update:
Elemental Mastery (moving this trick to my Elemental deck) >> Urabrask the Hidden
Hateflayer (moving this trick to my Elemental deck) >> Bogardan Hellkite
Feb 4 2013 Update:
Mitotic Slime >> Inferno Titan
Squall Line >> Clan Defiance
May 22 2013 Update:
Vicious Shadows >> Curse of Bloodletting
Nov 8 2013 Update:
Gleeful Sabotage >> Guttersnipe
Forest >> Command Tower
Dec 23 2013 Update:
Flame Slash >> Flame Javelin
Hellkite Charger >> Tempt with Vengeance
Nov 10 2014 Update:
Knollspine Dragon >> Flameblast Dragon
July 18 2015:
Shameless bump. This decklist is still active; I've just hadn't felt the need to tweak it at all yet.
Sept 15 2015:
Recoup >> Charmbreaker Devils
Chandra Ablaze >>Koth of the Hammer
Dec 25 2015:
Urabrask the Hidden >> Sandstone Oracle
Wheel of Fate >> Worn Powerstone
Canopy Cover >> Meteor Blast
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
Personally, I think is is unavoidable that you may have to repeatedly upgrade your deck -- some would argue that half the fun of EDH comes from here. Notwithstanding new expansions, sometimes, you will find that some suggestions here may not suit your play style. There is also the issue that your metagame could be something else altogether. Then again, I suppose you are aiming to minimise "upgrades".
Is lifegain totally necessary? I played Wort myself but I never actually seen the need for obvious lifegain spells -- except for those incidental ones, such as Primal Command, Momentous Fall, etc. or lifegain tacked to something useful.
You had better have something flying and trampling attackers, if that is how you're planning to be playing it. That and direct burn spells aren't exactly the best strategy in EDH -- players do begin with 40 life (or 30 life, depending which rules you are using).
You probably want less direct burn spell and more disrpution. Your choosen instant and sorcery arsenals do not seem to be anything that would seriously set your opponent back. Spells like Empty the Warrens, Goblin Offensive, et. al. aren't anything that your opponents are going to lose sleep over. I know you intend them to be chump blockers but eventually, even this plan will crumble as you will run out of chumpers. Note that your "main spells" aren't anything that your opponents will lose sleep over, anyway. Your opponent won't exactly die to most of your burns unless you somehow manage Banefire for X=20 conspired.
My suggestion is that you use instants and sorceries with more impact such as Plow Under, Stunted Growth, Comet Storm, etc. You'll notice that with the spells I mentioned, conspiring any of them could be very unhealthy for your opponent.
Lightning Greaves, et. al.? P.S.: Wort is a "she"
Good luck!
Explosive Wort
Good Morning
Yeah, I took a look at all the Wort decks as I was putting this together, including your primer.
Thing is the common mentality for Wort is to go green with a splash of red. I was hoping for a deck build the other way around, but the more I worked at it, the more I found out that green is essential to make that mana ramp work. That's why I've tried for 50/50 split between the two colours. It's not quite working the way I had hoped however. Goal of this deck was to direct burn the opponent, regardless of what he has on the board, and burn him fast enough that he's not able to life gain to counter.
I appriciate you reposting the primer though. It'll give me a chance to cross reference it for better ideas.
Cheers
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
Well, I'm just toying with the idea at the moment. I figured that the "direct burn" would serve as two functions. First, it would keep the board clear of enemy creatures (except for those with shroud). Second, it would provide direct attack to my opponent.
I undersand that I probably won't be conspiring a x=20 banefire, but if I can conspire a x=10 banefire and a x=10 comet storm...that has the same effect.
Card draw is going to be really important to replenish my burn capabilities.
Thanks!!
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
I've been 'burning' through my decklist, trying to get the count down to 100...at the moment it's sitting at 107. I'm beginning to have a really hard time deciding on what I should cut and what I should keep. Suggestions from the experts out there would be wonderfully appriciated. Does this deckbuild even have a chance?
Please keep in mind that I intend this deck to be a 1vs1, casual, budget, direct burn themed, deck with emphasis on Wort's conspire.
Thanks!
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
I currently play Wort with a burn theme rather than a token theme and have been doing so for about 2 years now. Although I've received mostly patronizing feedback on my card choices, maybe you can draw some ideas since you want to be burn focused as well.
These would be my cuts to bring the deck to 100:
Ulasht, the Hate Seed:
Apocalypse Hydra:
I tried both of these guys in the early stages and ran into tooany instances where I had few creatures or less than 7 mana.
Seething Song: I found that the mana ramp spells were enough, and you are playing all the good ones already.
Needle Drop: I assume this is there for the card draw more than the poke, but I think your other burn/draw outclasses this.
Quest for Pure Flame:
Overblaze:
I cut these two from my deck for the same reason you cut Mirari. Funny enough, I still have the Mirari.
Beacon of Creation: it feels like you have too few forests for this, especially since you want to focus on red.
If you would like my decklist, I can provide it later as I don't want to type that out on an iPhone.
In either case, don't give up! Wort is playable and very fun to play. The only hard part is agonizing over cutting cards.
Good Luck!
Thanks for the response. If you are willing to post your deck, I would revel in the chance to dig into the very deck theme I am trying to build.
Thanks for the tips!
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
You're missing two MVP's for Wort: Desert Twister and Fissure. Green and Red both have trouble spot removing creatures and now you can nail twice as many. Aftershock is worth considering. Rootgrapple is also quite nice, even if you don't get the draw off of it.
Hull Breach is pretty nice for board wiping since on its own it's great and conspired gets even stickier. I would almost suggest taking out Decimate because it's awesome in Multi, but this is posted in 1v1, so I assume you're doing this in 1v1 and honestly, how many times can you actually cast this against one player and have it be fully effective?
Cut Browbeat. It sucks in EDH, absolutely horrible. Has this ever helped you win any games or just resulted in not much of a game impact?
I think you're running too many X damage spells. Cut some because once you draw into a couple, you won't be able to get much out of them. Each take their own turn to throw and since your'e not sporting many combos to win off of one without sheer ramp, you probably won't get enough mana to puncture 40 life too easily. Try out other X spells that use a ton of mana to win through extra routes. Don't cut too many, but maybe free up a couple extra slots. It's not a good idea to make yourself such a one trick pony. First off, X spells are useless early game and become dead weight in the graveyard when you go to pop the ultimate on Chandra Ablaze, which in my Wort deck is a very reliable win condition because of being able to blow up a Wheel of Fortune, get more burn in hand and play more burn from the graveyard. I'm almost considering running a Painter's Servant so I can recast all the green ramp and destruction spells. Who knows, it could even work for you. Might make conspiring easier if all spells were the same color and all creatures were the same color, right?
Why did you cut Manamorphose? I saw your reason, but I disagree with it. It's always done wonders for me. On its own, it replaces itself and is a mana fixer (not that getting R or G should be a problem in this deck). But conspired it produces more mana (essentially making two creatures you control produce 1 mana each) and each giving you another card. Plus when you pop off Chandra Ablaze, you can two more mana and another card. Same goes for Seething Song, minus all the praise about card advantage.
Oh, and Chord of Calling needs to be in here. That card is nuts, and conspired, is extra nuts. Allow me to grab my Fire Servant and Siege-Gang Commander...
B Infect
BW Death & Taxes
UBR Affinity
R Burn
UBR Sac Land Tendrils
UBRG Oops, All Spells
WUG Phelddagrif
GGG Omnath, Locus of Mana
BBB Xiahou Dun, the One-Eyed
RRR Ashling, the Pilgrim
BBW Teysa, Scion of Orzhov
UUU Talrand, Sky Summoner
UUB Vela the Night-Clad
GGB Vhati il-Dal
RUW Ruhan of the Fomori
I think I had these two cards in my original decklist, before deciding to go Red. Currently I'm not going to be soooo mean as to make my opponent replay his lands.
This is an area where I've felt very limited. Perhaps I don't fully understand how this deck will ramp, but I would think cards like Desert Twister and Fissure would be costly removal. On the other hand, I've been having a hard time finding those spot removal answers...that's why I packed so many X spells, burn removal as required. Neverthless, I'll take a look into it further.
Yeah, I've been on the edge with Decimate. So much power for 4 mana....but you gotta use all the power. I've taken it off my list. I've put it back on the list. The trick is I need more enchantment removal and red doesn't provide the greatest options there. Perhaps I'll fill it with one of your earlier suggestions.
I've read other forums about this card and thought the same. But really that horrible? Sure, early game what's 5 life....but what about late game and conspire it? Now, for 3 mana (and tap two goblins) I get 6 cards, I get 3 cards while my opponent loses 5 life, or my opponent loses 10 life. At this stage I think I'll keep it in, though I suppose playtesting it later will show it's true potential.
I've slowly been coming to the same conclusion. At first, I didn't want to cut any (having about 20 at the time) because I wanted to hold strongly the the burn theme. However, eventually I let go of the crappy ones when I found sweet replacements like Obsidian Fireheart or Valakut, the Molten Pinnacle. Now that I only have a few more cuts to make, I'm finding that these X spells are in the way again. Most likely I'll be cutting a few of them.
That's the reason I had them in my decklist in the first place. But then I figured consistant mana base would be better served that a one shot deal. (Two if you include Chandra Ablaze). I figured consistant mana was more efficiant then one shot mana and so took them out. Hearing that it's done you wonders makes me rethink the situation, and if there is space, I may just put them back in.
I simply never considered it. My deck wasn't really designed around creature build, so I thought a creature tutor shouldn't be nessessary. I shall enter it into my considerations.
@herbert west: Thanks for your input! You've put me much closer to the finished product.
@All: I won't say no to any other comments/suggestions; I appreciate it...
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
B Infect
BW Death & Taxes
UBR Affinity
R Burn
UBR Sac Land Tendrils
UBRG Oops, All Spells
WUG Phelddagrif
GGG Omnath, Locus of Mana
BBB Xiahou Dun, the One-Eyed
RRR Ashling, the Pilgrim
BBW Teysa, Scion of Orzhov
UUU Talrand, Sky Summoner
UUB Vela the Night-Clad
GGB Vhati il-Dal
RUW Ruhan of the Fomori
Yeah, I've seen this combo before. Don't think I want to put it in my deck though. I'm not trying to rely on creature overrun...
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
Oran-Rief, the Vastwood is an awesome land to have with token generators.
Slice in Twain is just great, aside from the slightly higher cost. It's hard to beat the instant speed with cantrip, though.
Aaaaah Lightning Bolt. Probably the best common card. Ever. In EDH though? I feel like it's not worth a spot. Maybe it's just me. I'd rather run with something likeBranching Bolt
And lastly...Grapeshot, Ignite Memories and Empty the Warrens. Storm cards can get insane in EDH with Wort.
It's not necessarily creature overrun, it's just repeatedly slapping an opponent in the face with Hellkite Charger until they die.
B Infect
BW Death & Taxes
UBR Affinity
R Burn
UBR Sac Land Tendrils
UBRG Oops, All Spells
WUG Phelddagrif
GGG Omnath, Locus of Mana
BBB Xiahou Dun, the One-Eyed
RRR Ashling, the Pilgrim
BBW Teysa, Scion of Orzhov
UUU Talrand, Sky Summoner
UUB Vela the Night-Clad
GGB Vhati il-Dal
RUW Ruhan of the Fomori
Thanks for the advice. Was on the fence about Slice in Twain; thought the mana cost was a bit too high. I'll take another look...
Lightning Bolt....yeah, I've heard it's not the best EDH card, but in this card I thought a conspired 6 damage for 1 mana would be sweet...I'm going to play test it....it may get pulled in version 2.0 though.
I can't believe I missed Grapeshot. That could become deadly if conspired. Was never a fan of Ignite Memories...too random. I already had Empty the Warrens in my decklist.
Thanks again!
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
Here is the decklist I promised a few weeks ago. Sorry it is so late, I started to type it up and then I decided it was time to make some changes. Here is the updated list. Hope it helps. Don't give up on the burn!
1 Wort, the Raidmother
Creatures(23):
1 Dragon Broodmother
1 Dragonmaster Outcast
1 Siege-Gang Commander
1 Kiki-Jiki, Mirror Breaker
1 Master of the Wild Hunt
1 Rampaging Baloths
1 Soulbright Flamekin
1 Rosheen Meanderer
1 Yavimaya Elder
1 Budoka Gardener
1 Oracle of Mul-Daya
1 Azusa, Lost but Seeking
1 Primeval Titan
1 Acidic Slime
1 Terastodon
1 Flametongue Kavu
1 Arashi, the Sky Asunder
1 Eternal Witness
1 Seedborn Muse
1 Omnath, Locus of Mana
1 Vexing Shusher
1 Kazuul, Tyrant of the Cliffs
1 Furystoke Giant
Spells(39):
1 Krosan Grip
1 Hull Breach
1 Genesis Wave
1 Desert Twister
1 Fissure
1 Grab the Reins
1 Harmonize
1 Vengeful Rebirth
1 Rude Awakening
1 Kodama's Reach
1 Frenzied Tilling
1 Cultivate
1 Harrow
1 Reap and Sow
1 Explosive Vegetation
1 Gelatinous Genesis
1 Crush of Wurms
1 Banefire
1 Comet Storm
1 Demonfire
1 Ghitu Fire
1 Rolling Thunder
1 Fireball
1 Titan's Revenge
1 Urza's Rage
1 Beacon of Destruction
1 Pyrokinesis
1 Magma Jet
1 Flame Javelin
1 Darksteel Ingot
1 Gruul Signet
1 Coalition Relic
1 Mirari
1 General's Kabuto
1 Lightning Greaves
1 Whispersilk Cloak
1 Skullclamp
Lands(37):
1 Taiga
1 Rootbound Crag
1 Grove of the Burnwillows
1 Wooded Foothills
1 Karplusan Forest
1 Mossfire Valley
1 Forgotten Cave
1 Tranquil Thicket
1 Stomping Ground
1 Pendelhaven
1 Gruul Turf
1 Valakut, the Molten Pinnacle
1 Fungal Reaches
1 Fire-Lit Thicket
1 Kher Keep
14 Mountain
8 Forest
Awsome!! Thank you so much. I'll definately take a browse through your deck.
I had Rude Awakening in one of my origional pre-cut decklists and it made one of the really early cuts because I also have Seedborn Muse and Early Harvest, the first effecting all permanents and the second at instant speed. I suppose Mana Reflection can kinda be added to the same group too, though it doesn't allow for twice as much use, it does provide twice as much mana. Has Rude Awakening been a golden gem for your deck? Should I add it? Should I cut the others?
I really like Furystoke Giant. Burn Burn BURN. That's going in!
You've convinced me to put Mirari back into the decklist. It's almost a second Wort....I'm just worried it's going to have a bullseye on it the size of Texas.....wasting 5 mana....has this ever been a problem for you?
I've also noted that you don't have very many control spells....orther than Krosan Grip and Hull Breach. Am I over-emphasising my control spellls such that I have 8 of them???
I also noticed that you have a few 'shroud' artifacts. Is that specifically for protecting Wort?
Thanks
Cheers
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
I suggest pulling out Early Harvestand adding back Rude Awakening.
Furystoke Giant is a new addition to my deck. I've only gotten to play him once, and I had Kiki-Jiki out, so it was interesting to say the least. I imagine he will be good for the times when Dragon Broodmother and Master of the Wild Hunt have been making tokens for a while.
Mirari is not usually that big of a target. When it dies, its no huge loss, but when it sticks around a bit, it just becomes insane. It is worth the 5 mana in my opinion. At worst case it eats a spell that would kill my equipment.
I actually have quite a few control spells. You just have to notice the Acidic Slime, Terastodon, Desert Twister, and Fissure. Tooth and Nail works as a control card if you get either of those creatures too. Those are usually enough to deal with problematic permanents.
Finally, yes, all the shroud equipment is to protect Wort. Now Wort is a giant bullseye on your back, and its usually "Swords" this or "Path" that. All the ways to protect her are very important. I would also recommend Asceticism, as it is probably much better than those equipment at protecting your general.
Well, I did some play testing with proxies the other night in an attempt to determine if the decklist was playable and effective. I wanted to make sure that the deck would be self sustaining before I went out and purchased the cards.
Overall, I was impressed. It's a quick deck. Lot's of burn to clear the opponents board of opposition. Lot's of mana ramp, which in conjunction with my duplicating spells, which makes for a massive board advantage. Lot's of direct burn which twists the battle into my favour.
Three major problems with the deck though:
First, Wort, the Raidmother is defenseless. Everytime she hit the table, she was picked off again so that I would not be able to use her conspire ability. I've found some cards that I've already added to the updated decklist that I'm thinking will help keep Wort on the table longer, but I'm looking for suggestions, opinions, and comments on this matter. What should I add? What should I cut?
The second major problem was flyers. The Flyers I have at my disposal are few and expensive to play. Also the burn I had was specifically targeted, so while I could hit one flyer, I could not hit them all. I've added some mass-burn spells to the decklist though I'm looking for input on this matter too. What should I add? What should I cut?
Lastly, the third major problem was fatties. When a creature rose above 8/8 I did not have the burn available to rid myself of the problem. I can see this becoming a big issue for me since I play against decks with cards like Uril, the Miststalker and Kresh, the Bloodbraid. I haven't found much in this area for 'destroy' effects instead of burn, so suggestions and ideas for this area would be greatly appriciated.
Thanks for listening!!
Cheers
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
Any suggestions?
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
Arc Blade
Volcanic Fallout
Sphinx Bone Wand
I would replace:
Browbeat with Harmonize
Thank you very much for the suggestions.
Arc Blade has just been a very 'Vorthos' card for the deck; I thought it would be better due to its recurring damage, but the three 3 tempo just seems like too little has been happening too late.
Volcanic Fallout.....I agree, everytime I've had it in hand I've said 'okay...I guess I'll play it, but only because I've got nothing else'.
Spinx Bone Wand I thought would really work good in a Sorcery themed deck. I've never had the chance to see it play yet so I'll keep it in for a while longer. Does it gain counters for Wort's conspired spells too?
You're the second to mention cutting Browbeat for Harmonize, but I'm not convinced. Yes, with Harmonize, you get 3 cards, conspired 6 card. With Browbeat it's 3 cards or 5 damage....conspired 6 cards or 10 damage.....and with the double damage effects in my decks, odds are it'll be 6 cards or 20 damage. Is 20 damage worth not getting 6 cards?? I dunno...but I don't think I'm done play testing it to cut it quite yet.
I do appriciate your thoughts though. Now I have more room for some other things.
If there is anything else, please do not hesistate to remark.
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
The first is that, regardless of the outcome, the opponent determines the outcome of the spell. If you really need cards, he will take the damage. If he would rather you draw some cards, he will take some damage. This decision will be different if you do or do not have one of your double damage sources out.
The second is that you are assuming that the opponent will chose the same mode for both spells. The conspired copy is a different resolution. He can take 5 and give you three cards.
If you insist on keeping in Browbeat, its your deck, but I cannot stress how powerful Harmonize is in this deck. You can play both.
Also, Sphinx Bone Wand will not get counters for conspired copies, as those spells are not cast.
@Imolatus: Sorry, it's been awhile since I have checked on this thread. Yes, I'll be keeping Browbeat in my decklist....it's a foily :D, and while not the most effective card draw, if I do conspire it with some doubling spell, it amounts to a sizable decision for my opponent....bascially being the card that put this deck idea together. Totally agree with you about Sphinx-Bone Wand. Not impressed with it. Replacing it with Vicious Shadows and I'll see how that card goes.
Also replacing Kazuul, Tyrant of the Cliffs with Galvanoth. Not sure if I'm cutting the right card though. So far everytime I've had Kazuul out, my opponent just doesn't attack...so no tokens are made. While it's great that I'm not being attacked, I really prefer the tokens. So if someone has a better cut, I'm all ears. I figure Galvanoth will be a good card to add since I have 33 cards that can make use of him and several others that I can filter through if I don't want to draw a sorcery or instant. In effect, it's another card draw option....which is something red needs all the help possible with....
Here's a list of my recent deck updates:
Arc Blade >> Red Sun's Zenith
Sphinx-Bone Wand >> Vicious Shadows
Volcanic Fallout >> Fireball
Heat Shimmer >> Brightstone Ritual ... with all the goblins in my deck, this has gotta be good!
Forest >> Gruul Turf
Molten Rain >> Slice in Twain
Kazuul, Tyrant of the Cliffs >> Galvanoth
Cheers
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU