Quote from Kumlekar »First time in the edh forums here. I proxied up the list in the OP, and am having a blast. My main complaint is land count and lack of fast mana. I'm flooding out on land most games, but still don't have enough mana to combo. I dropped fiery gambit, mogg fanatic, Temur Battle Rage, emrakul's hatcher and Path of Anger's Flame for mana vault, grim monolith, seething song, and siege-gang commander. I dropped mountains for city of traitors, ancient tomb, unstable obelisk and cavern of souls.
I haven't tested mizzix's mastery, but I'm considering including a graveyard shuffle effect instead and then just replaying everything normally.
Quote from Kumlekar »Added skullclamp as a way to smooth out some of the draws, but its pretty bad in the deck. Haze of Rage is performing well as is Fatal Frenzy which I'm running over some of the other +power effects because it gives trample. I cut some land for some more mana rocks and rituals including pyretic ritual, rite of flame and lotus petal. Also added thought vessel, Dwarven stronghold, and the red depletion counter land. I also put lotus bloom in, but I think it telegraphs the combo turn too much so I'm probably going to cut it.
Mana gyser is a great idea even if the mana is a tad high. Can you explain why path of anger's flame is better than any of the effects that target zada? I'm cutting back on arcane heavily as I was getting sick of dead draws on those cards when I don't have desparate ritual in hand.
Quote from Kumlekar »I didn't understand how you were getting high numbers with path. I guess you're splicing a targeting effect onto it, but even so I'd rather not have to draw into a two card combo to have it not be a bad Rouse the Mob. I've cut virtually all of the pump spells that don't give trample or haste with exceptions for ones that are free, or fulfill other things the deck needs. Haze of Rage is still in as a way to repeatedly trigger slide/pyromancer in a pinch, and it can easily hit +8/+0 or higher. I'm still trying to work in better ramp, or mana that can be played mid combo. I'd like to get to a point where I can fairly safely keep two land hands.
Quote from Kumlekar »When I cast zada is usually determined by having a 3 mana ramp (lotus bloom, gilded lotus, grim monolith or mana vault) or not. If I don't I'll ramp to 6 (without using rituals), generate 4-6 tokens minimum,and then on the pre-combo turn cast zada and a cantrip, comboing off the following turn. If I have a 3 mana ramp I'll often go up to 8 mana at which point I can cast zada and the ramp and hopefully draw into mana, comboing that turn if I do. I'm going to add mox diamond and chrome mox to my build. They should improve the combo turn. Obviously the numbers of tokens/mana rage widly, but those are the two major lines of play.
Quote from Admiral Sultan »I used to run both moxen, but I eventually dropped Mox Diamond. Even at 35 lands, there were a few too many times where discarding the land was too much for the deck to be able to handle, and I'd sputter out. Chrome Mox, however, has been consistently one of the best cards to see in my opening hand, as it's usually not hard to find something to exile.
Quote from Kumlekar »Both moxen will probably be mulligained away from opening hands and be dead draws on anything other than the combo turn. You need a 10+ card hand before they really become decent.
Quote from Kumlekar »Just got back from playing two games against a Sliver Queen combo deck and a Hana prison deck. The first of the two games I won on turn 4 which is honestly faster than I thought this deck could go. The line of play was,
Opening hand after mulligans was Mountain, Accelerate, Rite of Flame, Chrome Mox, Lotus Bloom, Krenko, Beetleback Chief. I drew three lands in the first four turns. I don't remember what the other draw was.
t1: mountain, suspend lotus bloom
t2: mountain, rite of flame, chrome mox imprinting Beetleback Chief, Krenko, Mob Boss
t3: mountain, Zada, Tap krenko for two tokens.
t4: mountain, Goblin Rally, Crack bloom, Tap Krenko, Accelerate drawing into skirk prospector, Unnatural speed splicing desperate ritual, heat shimmer, titan's strength, swing.
My friends have this habit of hitting zada with swords after I'm already going off. I figure this will get harder after they get more used to the deck.
Quote from lyonhaert »So since they're similar effects to some of the ones we use, I'm curious if anybody has tried these:
Mortarpod: similar effect to Pia and Kiran Nalaar, Siege-Gang Commander, and Mogg Fanatic.
Mana Flare: does it help out opponents too much if we have to play it the turn before the one we go off?
Edit: Nevermind Mortarpod, that wouldn't work at all at instant speed.
Quote from crazy monkey »Mortorpod is interesting, but if I'm paying two mana for a creature, I usually want more than one of them. It would basically play like a mogg fanatic that costs more and lacks the goblin synergy. That's not terrible, but it's also not quite what I'm looking for in a creature/creature source.
Quote from HardCasting »The problem is, most Zada decks run l9w creature counts, sometimes in the single digits. The Conjuring does little in most Zada decks.
Quote from HardCasting »If we are already drawing that many cards to consistently hit our 8 creatures that enter the battlefield for effects, then we probably don't need to copy our creatures is all that means.