Inner Fire and Meltdown sound like good additions. I agree that the 2 counter spells are too limited.
I want to add radiate, but I don't have enough spells that target only 1 thing to really justify it.
My first draft had all the extra turn spells, and it was gross. I was going upwards of 8 turns in a row a game. Not fun for others, so I took it out.
I added Fanning the flames, having a burn spell always in hand sounds good to me.
For the free counter spells, I am kinda broke so those are way out of budget for me. I might be able to add the last 2, but so far ive never been hurting for mana availible to counter things with, so they might not be necessary. I will try out enter the infinite and see how it works, thanks for the tip!
Hey guys, just thought I would throw this up here for some discussion about a non-storm build for this cool lady. X spells basically ensure an experience counter every turn, and obviously scale throughout the game. Thoughts?
When am I ever not working on something? Its too much, I tells ya!
Bladewing the Risen - dragon reanimator. I have the decklist basically where I want it, now I need to pony up for the cost. Kiku, Night's Flower - Mono Black control. Adusting it from a creature/recursion heavy list to a more "pox and mutilate" kind of list. Wrexial, the Risen Deep - I don't even know where to take this anymore. Most of my friends play low-instant/sorcery counts, so he doesn't do as much as I would like. Mayael the Anima - One of my favorite decks, adjusting for more topdeck manipulation for more consistent activations. Krenko, Mob Boss - This one is....actually done? wow. Sigarda, Host of Herons - Enchantress Voltron. Doesn't usually need upkeep, but worth checking out the new sets for. Isamaru, Hound of Konda - Equipment voltron on a budget. Pretty low power if you don't invest in the staples. Nin, the Pain Artist - Again, no idea where to take this. Mogis, God of Slaughter - Enchantment punisher. Need to find some non-MLD wincons. Savra, Queen of the Golgari - one of my least formed decks, not built yet. Gwafa Hazid, Profiteer - I always have my eye of Gwafa, but I can't quite figure it out yet.
and these are just the more "serious" decks that I am actually building. Doesn't even cover all the decks I've made and not actually considered building.
bumped with a few updates. For Origins, the cards I am interested in are:
Avaricious Dragon - Not sure about this one. His body is a little small, and I'd hate to be forced to discard Ugin before I could cast him.
Chandra's Ignition - Most of the time, we will have some of the biggest creatures on the field. Though I am reluctant to nuke our own field, we have the tools to recover from it better than most decks. Doing 5 or 6 to every creature and opponent is not a bad way to spend 5 mana.
Flameshadow Conjuring - If you are building a splinter twin variant, this should be an auto-include. Not sure if I will use it, but the power is there.
Magmatic Insight - If this card could discard anything, I would be in. But really, we need our lands in hand and our dragons in the graveyard, not the other way around.
There's always that one card in a set that makes you think "Man why couldn't this card do X? it would have been perfect in my deck!" What are those cards for you?
I'll start, with Dragons of Tarkir:
Foe-Razer Regent - In my fight-based Mayael the Anima deck, this guy would have been a huge hit! but his 4 power makes me not want to include him. I know wizards hates me because of this 4 power.
Savage Ventmaw - Same as the Foe-Razer, Why oh why couldn't this dude be a 5/4? So close to perfect.
So I've been tooling around with the cards I was interested in, while simultaneously removing all tutors from the deck, and it is EXTREMELY degraded in power without them. Dragonlord Kolaghan is not bad, Boltwing Marauder unfortunately doesn't do enough. If it granted haste as well, I would keep it in. Dragon Tempest is amazing, as is Haven of the Spirit Dragon. None of the X draw cards were worth it, only being useful at the point where they interfere with dragon production, and I didn't test the rest of them yet, but they seem a little too cute to really earn a spot. more testing is required.
Edit: Sorry no updates yet, I've been busy with school and friends aren't always down to play. As soon as I have more information, I will update this in a more complete manner.
It is certainly powerful, but just as a general rule I avoid infinite combos where I can. It tends to make things too easy and lessens the re-playability of the deck, in my opinion. If you don't mind combos like that, there is definitely a place for it, as all those reanimation spells have a place even if Worldgorger isn't in the deck.
I got 2 games in today, and Ugin was freaking incredible. Completely wipes your opponents boards, and left my dragons intact. 10/10 would recommend.
Sneak Attack would be amazing, but the price tag is prohibitive. Necropotence seems powerful, but honestly, I've never played it/seen it played. It's hard for me to judge it without trying it out first. Ill put it on the proxy list. Pyromancy is one I am wary of. I would hate to accidentally discard Sarkhan the Mad without a way to get him back, but our curve is high enough where I think it might warrant some testing. Thanks for the comments!
Dragonlord Kolaghan - While I think her younger self is much much better, a flying, hasty, haste-granting dragon is not the worst thing in the world. Her second ability is worthless, however
Boltwing Marauder - This guy will be great in conjunction with Warstorm Surge, and a lower curve is never a bad thing. The 4 toughness is off-putting, but he might find a home.
Thunderbreak Regent - If you face a lot of targeted removal, he might slot in, but in EDH I don't think he will be enough.
Dragon Tempest - This card will probably be the biggest addition to the deck. This is the real deal.
Deathbringer Regent - His "cast from hand" clause severely reduces his playability, but the 5 creatures or more clause will be much easier to achieve in EDH. For now, Im going to have to pass.
Berserkers' Onslaught - 1 cheaper than Rage Reflection, but only gives double strike when you attack. I don't think it will go in, but I threw it on the list for funsies.
Foul Renewal - Our dragons can usually kill most creatures with their level of toughness. I wish it put it into play, but that would be crazy. Might be a good card if you face a lot of indestructible commanders like Avacyn, Angel of Hope.
Gravepurge - Anti-GY hate at instant speed. If you face a lot of Rest in Peace effects, might want to try this out.
Commune with Lava - This card is much better than I originally thought. Read: "Until the end of your NEXT turn". You can untap with this and play the things you exiled, including lands. Might not be necessary in black, but it seems pretty strong.
Sarkhan's Triumph - Great low cost tutor for any of our best dragons. I might not use it due to my shifting feelings on tutors in the deck, but if you don't mind tutors I would for sure slot this in.
Damnable Pact - More awesome card draw for black, albeit at sorcery speed. We have no problem generating lots of mana, so I can see this being practical.
Haven of the Spirit Dragon - This will be activated as a dual land for most of our purposes. The third ability is amazing, getting Ugin back from the yard will be huge, as Ugin is pretty incredible. Can't wait to get this in play.
I will be editing the main post in the future when I look at all the cards closely. Also, I may be making an alternate version without tutors, as Im finding it's becoming a little stale comboing out with Utvara Hellkite every game. We will see.
I will be editing this in a bit, I'm kind of sleepy right now
Also, i've been thinking of switching over to Karrthus, Tyrant of jund, due to some generally bad feelings about me one shotting everyone with Warstorm and Utvara Hellite. Im going to have to take a read on the attitude towards the deck, and you may be the last holdout of bladewing
I want to add radiate, but I don't have enough spells that target only 1 thing to really justify it.
My first draft had all the extra turn spells, and it was gross. I was going upwards of 8 turns in a row a game. Not fun for others, so I took it out.
I added Fanning the flames, having a burn spell always in hand sounds good to me.
For the free counter spells, I am kinda broke so those are way out of budget for me. I might be able to add the last 2, but so far ive never been hurting for mana availible to counter things with, so they might not be necessary. I will try out enter the infinite and see how it works, thanks for the tip!
1x AEtherspouts
1x Capsize
1x Clash of Wills
1x Comet Storm
1x Commune with Lava
1x Condescend
1x Cyclonic Rift
1x Essence Backlash
1x Firemind's Foresight
1x Frantic Search
1x Fuel for the Cause
1x Logic Knot
1x Mindswipe
1x Overwhelming Intellect
1x Power Sink
1x Prophetic Bolt
1x Reality Spasm
1x Reiterate
1x Seething Song
1x Shattering Pulse
1x Spell Blast
1x Spell Burst
1x Steady Progress
1x Street Spasm
1x Stroke of Genius
1x Syncopate
1x Turnabout
1x Volcanic Offering
1x Volt Charge
1x Whispers of the Muse
1x Goblin Electromancer
1x Guttersnipe
1x Hypersonic Dragon
sorceries
1x Banefire
1x Blast of Genius
1x Blaze
1x Braingeyser
1x Call to Mind
1x Curse of the Swine
1x Demonfire
1x Devil's Play
1x Distorting Wake
1x Fireball
1x Firecat Blitz
1x Goblin Offensive
1x Illuminate
1x Increasing Confusion
1x Invoke the Firemind
1x Mana Geyser
1x Mystic Retrieval
1x Mystic Speculation
1x Prosperity
1x Red Sun's Zenith
1x Rite of Replication
1x Rolling Thunder
1x Skyscribing
1x Sudden Demise
1x Tempt with Reflections
1x Tempt with Vengeance
1x Tezzeret's Gambit
1x Vandalblast
1x Chromatic Lantern
1x Crawlspace
1x Lightning Greaves
1x Meekstone
1x Sol Ring
1x Swiftfoot Boots
lands
1x Command Tower
1x Evolving Wilds
12x Island
1x Izzet Guildgate
14x Mountain
1x Reliquary Tower
1x Shivan Reef
1x Steam Vents
1x Sulfur Falls
1x Swiftwater Cliffs
1x Terramorphic Expanse
enchantments
1x Inexorable Tide
1x Jace's Sanctum
1x Propaganda
Bladewing the Risen - dragon reanimator. I have the decklist basically where I want it, now I need to pony up for the cost.
Kiku, Night's Flower - Mono Black control. Adusting it from a creature/recursion heavy list to a more "pox and mutilate" kind of list.
Wrexial, the Risen Deep - I don't even know where to take this anymore. Most of my friends play low-instant/sorcery counts, so he doesn't do as much as I would like.
Mayael the Anima - One of my favorite decks, adjusting for more topdeck manipulation for more consistent activations.
Krenko, Mob Boss - This one is....actually done? wow.
Sigarda, Host of Herons - Enchantress Voltron. Doesn't usually need upkeep, but worth checking out the new sets for.
Isamaru, Hound of Konda - Equipment voltron on a budget. Pretty low power if you don't invest in the staples.
Nin, the Pain Artist - Again, no idea where to take this.
Mogis, God of Slaughter - Enchantment punisher. Need to find some non-MLD wincons.
Savra, Queen of the Golgari - one of my least formed decks, not built yet.
Gwafa Hazid, Profiteer - I always have my eye of Gwafa, but I can't quite figure it out yet.
and these are just the more "serious" decks that I am actually building. Doesn't even cover all the decks I've made and not actually considered building.
Avaricious Dragon - Not sure about this one. His body is a little small, and I'd hate to be forced to discard Ugin before I could cast him.
Chandra's Ignition - Most of the time, we will have some of the biggest creatures on the field. Though I am reluctant to nuke our own field, we have the tools to recover from it better than most decks. Doing 5 or 6 to every creature and opponent is not a bad way to spend 5 mana.
Flameshadow Conjuring - If you are building a splinter twin variant, this should be an auto-include. Not sure if I will use it, but the power is there.
Magmatic Insight - If this card could discard anything, I would be in. But really, we need our lands in hand and our dragons in the graveyard, not the other way around.
I'll start, with Dragons of Tarkir:
Foe-Razer Regent - In my fight-based Mayael the Anima deck, this guy would have been a huge hit! but his 4 power makes me not want to include him. I know wizards hates me because of this 4 power.
Savage Ventmaw - Same as the Foe-Razer, Why oh why couldn't this dude be a 5/4? So close to perfect.
What about you guys?
Edit: Sorry no updates yet, I've been busy with school and friends aren't always down to play. As soon as I have more information, I will update this in a more complete manner.
I got 2 games in today, and Ugin was freaking incredible. Completely wipes your opponents boards, and left my dragons intact. 10/10 would recommend.
DTK update in progress
I will be editing the main post in the future when I look at all the cards closely. Also, I may be making an alternate version without tutors, as Im finding it's becoming a little stale comboing out with Utvara Hellkite every game. We will see.
I will be editing this in a bit, I'm kind of sleepy right now
also from fate reforged, I might try out Dark Deal, Fearsome Awakening, Outpost Siege,
Also, i've been thinking of switching over to Karrthus, Tyrant of jund, due to some generally bad feelings about me one shotting everyone with Warstorm and Utvara Hellite. Im going to have to take a read on the attitude towards the deck, and you may be the last holdout of bladewing