Riku of Too Much Mana
Made by and for Johnny and Johnnette.
Okay, Statistically just Johnny.
This deck is inspired by a deck I saw a while back, Riku Flare. While mine varies a lot I want to thank whomever made it. It's the only reason this beauty exists and I really appreciate the idea.
The idea here is that I run every in-color Mana Flare-type effect, leading to huge and obnoxious plays. Here's a few examples:
Followed by a few more instants and sorceries before casting Banefire for 50 and copying it to finish everyone off.
You can make plays like that often and early, with surprising ease.
This list is tuned for fun. If you want to make it more competitive ask me, you can with surprising ease. Adding a few infinite combos, more degenerate cards, a few more control spells and some tweaking of the landbase can make this a monster. By tuning the wincon a bit more, you can improve it more.
As it is, this list tries to stay away from infinite combos. I find it much more fun to take a long time to do a finite combo that people can't proclaim is "broken" "unfun" or "unfair". While some people enjoy infinite combos, my playgroup tends to stay away from any that require less than 4 cards and/or an accident.
Current Thoughts:
Find a non-enchantment replacement for Fervor. Rampaging Baloths needs testing, but looks like it will get cut. Doesn't help I have a foil one. (Does anyone else find it harder to cut pretty/foil cards?)
Aggro: WUBRGHorde of Notions Goodstuff, RUBCheesy Aggro, GR Xenagod Gruul Goodstuff
Control: GWBGhave, Guru of Adaptability, UBWrexial, Milling Deep UAzami, Lady of No Infinite Combos GWU Derevi, Tempo Beats
Other: URGRiku of Too Much Mana, WUBRG Sliver Queen Enchantress
That's a really cool decklist. You should consider adding the other 2 flare effects. Overabundance and Mana Reflection. Boundless Realms isn't bad either, given you run lots of untap effects to make use of the lands that turn. I'm not sure you need that many lands though.
Additionally think about Stone-Seeder Hierophant. While she seems subpar at first, she's actually amazing. Especially if you clone her. Then every land ramp spell adds 1+ mana to your pool.
Private Mod Note
():
Rollback Post to RevisionRollBack
My Decks:
Aggro: WUBRGHorde of Notions Goodstuff, RUBCheesy Aggro, GR Xenagod Gruul Goodstuff
Control: GWBGhave, Guru of Adaptability, UBWrexial, Milling Deep UAzami, Lady of No Infinite Combos GWU Derevi, Tempo Beats
Other: URGRiku of Too Much Mana, WUBRG Sliver Queen Enchantress
Riku Flare is also where I started before I went into a control/combo hybrid direction. Link to my list is in my sig.
What i found most dangerous about running Flare effects was that the whole table gets to use it first. The thing that made it possible to circumvent this is run Flash enablers. Vedalken Orrery, Leyline of Anticipation, and Alchemists' Refuge.
Riku Flare is also where I started before I went into a control/combo hybrid direction. Link to my list is in my sig.
What i found most dangerous about running Flare effects was that the whole table gets to use it first. The thing that made it possible to circumvent this is run Flash enablers. Vedalken Orrery, Leyline of Anticipation, and Alchemists' Refuge.
I run 2 out of those three effects already, for the reasons you mentioned as well as the advantage of flash. (Which is by no means insignificant.)
However another way to avoid the downside of flare effects is to win the turn you play them. I've had plenty of turns that go:
Comet Storm (for 36 Targeting my 3 opponents, Copied)
That only requires 6 lands and Riku before this turn, so it can easily be done turn 4 or 5.
(Considering most people will have done 4 damage to themselves by now, you'll likely win even if one is countered.)
Honestly I only play the Flare effects and don't win that turn when I know that the mono-blue control player to my left will end up spending all his counters on everyone else going crazy and I'll have a clear coast to win on my turn.
Well, or Final Fortune. (Such a sexy card. 95% of the time I Know when I'm going to win in one turn, so it's pretty much perfect.)
Private Mod Note
():
Rollback Post to RevisionRollBack
My Decks:
Aggro: WUBRGHorde of Notions Goodstuff, RUBCheesy Aggro, GR Xenagod Gruul Goodstuff
Control: GWBGhave, Guru of Adaptability, UBWrexial, Milling Deep UAzami, Lady of No Infinite Combos GWU Derevi, Tempo Beats
Other: URGRiku of Too Much Mana, WUBRG Sliver Queen Enchantress
I understand what you mean. Pretty risky, but I agree that the rewards could be great. I prefer to have more control elements though, so to each his own.
I understand what you mean. Pretty risky, but I agree that the rewards could be great. I prefer to have more control elements though, so to each his own.
I get that. My build used to include things like Nivix Guildmage (Who goes infinite with most untap spells.) and other such things. I always find it more fun to win this way. Besides, Azami and Ghave are for control for me. Riku's a hilarious playmaker.
Private Mod Note
():
Rollback Post to RevisionRollBack
My Decks:
Aggro: WUBRGHorde of Notions Goodstuff, RUBCheesy Aggro, GR Xenagod Gruul Goodstuff
Control: GWBGhave, Guru of Adaptability, UBWrexial, Milling Deep UAzami, Lady of No Infinite Combos GWU Derevi, Tempo Beats
Other: URGRiku of Too Much Mana, WUBRG Sliver Queen Enchantress
To post a comment, please login or register a new account.
Riku of Too Much Mana
Made by and for Johnny and Johnnette.
Okay, Statistically just Johnny.
This deck is inspired by a deck I saw a while back, Riku Flare. While mine varies a lot I want to thank whomever made it. It's the only reason this beauty exists and I really appreciate the idea.
The idea here is that I run every in-color Mana Flare-type effect, leading to huge and obnoxious plays. Here's a few examples:
Turn 6: Rite of Replication Kicked 'n Copied on Sphinx of Uthuun into Final Fortune and Reliquary Tower.
I then won before I needed to take the next turn via Rude Awakening into Past in Flames into 2x Copied Turnabout into 2x Copied Comet Storm for 30 targeting every opponent. Extra copies are from Mirari.
Turn 7: Guttersnipe to bait a counter.
Followed by a few more instants and sorceries before casting Banefire for 50 and copying it to finish everyone off.
You can make plays like that often and early, with surprising ease.
This list is tuned for fun. If you want to make it more competitive ask me, you can with surprising ease. Adding a few infinite combos, more degenerate cards, a few more control spells and some tweaking of the landbase can make this a monster. By tuning the wincon a bit more, you can improve it more.
As it is, this list tries to stay away from infinite combos. I find it much more fun to take a long time to do a finite combo that people can't proclaim is "broken" "unfun" or "unfair". While some people enjoy infinite combos, my playgroup tends to stay away from any that require less than 4 cards and/or an accident.
5 Riku of Two Reflections
Ramp:
1 Crop Rotation
2 Sylvan Scrying
2 Explore
3 Kodama's Reach
3 Cultivate
3 Recross the Paths
3 Burnished Hart
4 Solemn Simulacrum
5 Urban Evolution
5 Frenzied Tilling
Mana Doublers:
3 Mana Flare
3 Heartbeat of Spring
3 Overabundance
5 Zhur-Taa Ancient
6 Mana Reflection
7 Boundless Realms
Untapping:
4 Turnabout
4 Stone-Seeder Hierophant
4 Bear Umbra
5 Rude Awakening
5 Prophet of Kruphix
Other Ramp:
1 Sol Ring
3 Chromatic Lantern
Big Mana Playmakers:
6 Etherium-Horn Sorcerer
6 Inferno Titan
6 Rampaging Baloths
6 Volcanic Awakening
7 Avenger of Zendikar
9 Rite of Replication
99 Comet Storm
99 Banefire
99 Epic Experiment
99 Invoke the Firemind
1 Sensei's Divining Top
4 Steam Augury
4 Fact or Fiction
5 Mercurial Chemister
6 Sphinx of Magosi
6 Recurring Insight
7 Sphinx of Uthuun
Removal:
1 Vandalblast
2 Naturalize
3 Capsize
3 Beast Within
3 Krosan Grip
4 Glen Elendra Archmage
5 Prophetic Bolt
Instants and Sorceries Misc:
1 Mystical Tutor
2 Merchant Scroll
2 Goblin Electromancer
3 Guttersnipe
4 Past in Flames
5 Possibility Storm
5 Mirari
6 Charmbreaker Devils
7 Eye of the Storm
Other Misc:
2 Final Fortune
2 Swiftfoot Boots
3 Fervor
3 Darksteel Plate
4 Leyline of Anticipation
8 Mountain
8 Island
6 Forest
1 Simic Guildgate
1 Izzet Guildgate
1 Gruul Guildgate
1 Breeding Pool
1 Steam Vents
1 Stomping Ground
1 Simic Growth Chamber
1 Command Tower
1 Vivid Creek
1 Halimar Depths
1 Gaea's Cradle
1 Reliquary Tower
1 Alchemist's Refuge
1 Boseiju, Who Shelters All
1 Deserted Temple
Current Thoughts:
Find a non-enchantment replacement for Fervor.
Rampaging Baloths needs testing, but looks like it will get cut. Doesn't help I have a foil one. (Does anyone else find it harder to cut pretty/foil cards?)
Thoughts? Suggestions? Comments? Let me know!
Aggro: WUBRGHorde of Notions Goodstuff, RUB Cheesy Aggro, GR Xenagod Gruul Goodstuff
Control: GWBGhave, Guru of Adaptability, UBWrexial, Milling Deep UAzami, Lady of No Infinite Combos GWU Derevi, Tempo Beats
Other: URGRiku of Too Much Mana, WUBRG Sliver Queen Enchantress
I don't remember if I used flare effects (maybe just the original mana flare and heartbeat of spring, as I don't own a mana reflection.)
I recently made yet another riku deck that is similar (cept I tend to make my creatureless)
EDIT: Here's the list http://forums.mtgsalvation.com/showthread.php?p=8541384#post8541384
That's a really cool decklist. You should consider adding the other 2 flare effects. Overabundance and Mana Reflection. Boundless Realms isn't bad either, given you run lots of untap effects to make use of the lands that turn. I'm not sure you need that many lands though.
Additionally think about Stone-Seeder Hierophant. While she seems subpar at first, she's actually amazing. Especially if you clone her. Then every land ramp spell adds 1+ mana to your pool.
Aggro: WUBRGHorde of Notions Goodstuff, RUB Cheesy Aggro, GR Xenagod Gruul Goodstuff
Control: GWBGhave, Guru of Adaptability, UBWrexial, Milling Deep UAzami, Lady of No Infinite Combos GWU Derevi, Tempo Beats
Other: URGRiku of Too Much Mana, WUBRG Sliver Queen Enchantress
What i found most dangerous about running Flare effects was that the whole table gets to use it first. The thing that made it possible to circumvent this is run Flash enablers. Vedalken Orrery, Leyline of Anticipation, and Alchemists' Refuge.
I run 2 out of those three effects already, for the reasons you mentioned as well as the advantage of flash. (Which is by no means insignificant.)
However another way to avoid the downside of flare effects is to win the turn you play them. I've had plenty of turns that go:
That only requires 6 lands and Riku before this turn, so it can easily be done turn 4 or 5.
(Considering most people will have done 4 damage to themselves by now, you'll likely win even if one is countered.)
Honestly I only play the Flare effects and don't win that turn when I know that the mono-blue control player to my left will end up spending all his counters on everyone else going crazy and I'll have a clear coast to win on my turn.
Well, or Final Fortune. (Such a sexy card. 95% of the time I Know when I'm going to win in one turn, so it's pretty much perfect.)
Aggro: WUBRGHorde of Notions Goodstuff, RUB Cheesy Aggro, GR Xenagod Gruul Goodstuff
Control: GWBGhave, Guru of Adaptability, UBWrexial, Milling Deep UAzami, Lady of No Infinite Combos GWU Derevi, Tempo Beats
Other: URGRiku of Too Much Mana, WUBRG Sliver Queen Enchantress
I get that. My build used to include things like Nivix Guildmage (Who goes infinite with most untap spells.) and other such things. I always find it more fun to win this way. Besides, Azami and Ghave are for control for me. Riku's a hilarious playmaker.
Aggro: WUBRGHorde of Notions Goodstuff, RUB Cheesy Aggro, GR Xenagod Gruul Goodstuff
Control: GWBGhave, Guru of Adaptability, UBWrexial, Milling Deep UAzami, Lady of No Infinite Combos GWU Derevi, Tempo Beats
Other: URGRiku of Too Much Mana, WUBRG Sliver Queen Enchantress