I would definitely not cut Archfiend of Ifnir, because it's actually the most powerful thing this deck is doing. Getting a bunch of tokens or a giant creature is good, but Plague Wind-ing every turn is better. That said, I do agree that it would be good to have an additional discard outlet beyond TE and Lotleth Troll is a great suggestion! I like that it's a black creature for counting purposes in the graveyard, has no cost on the discard to let you active Archfiend the turn you play it, and also functions as a pretty good early roadblock. The troll even grows enormous with multiple Krovikan Horrors to loop.
Dread Return may only be reanimating 4-5 mana non-combo creatures which certainly isn't it's highest power level, but it's still a card which puts a strong creature into play for no mana while being cast from the graveyard, and at a cost which is usually negligible if not beneficial. It's especially great for reanimating a free Archfiend so you can pay for TE activations as soon as it hits. I may trim the number since I have few targets, but I think a couple are very good.
The Songs of the Damned are in because the deck had a tendency to spend up to 4 turns just durdling with resources before it actually did anything which powerfully affected the board and this was just too slow. Songs got out an Archfiend or Kessig Cagebreakers or Desecrated Tomb + TE activations a turn or two early. I do think it's a poor fit for the deck at many points in the game though, and having a few solid early blockers (Lotleth Trolls) may make the speed bump unnecessary.
Diabolic Intent would be superb here but I don't really feel like spending for them. I think 4 Archfiend gives me enough creature control to forego Pernicious Deed and Fleshbag Marauder.
My current changes: -3 Songs of the Damned, -1 Dread Return for +3 Lotleth Troll, +1 Krovikan Horror.
I like that these changes give a nice boost to the creature count, and specifically the black creature count in the deck. I would love to find room for another Stinkweed Imp, since the dredge count really is low and for another Desecrated Tomb as well since I run so few actual threats/win conditions... It's hard to find the cuts though. This deck has major 60 card syndrome!
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Jul 20, 2018I've been reworking my old multiplayer BG Dredge list for a while, never quite happy with the setup. On the M19 thread here I noticed someone bring up that Desecrated Tomb is perfect with Tortured Existence so I decided to try a build focusing around TE. The result has turned out quite nicely!Posted in: Multiplayer
I ended up running just 1 Tomb, since it's a nice value engine with Tortured Existence (and Krovikan Horror) but slots are tight for non-creatures and the list needed more speed and less durdling in testing. The real allstar from M19 is Stitcher's Supplier which is a huge boost to the archetype as a premier 1 drop that works especially great with Dread Return. Archfiend of Ifnir is oppressive with a Tortured Existence running and the enchantment also lets you stack Krovikan Horror however you like, put dredgers back in the yard where they belong, gain oodles of life with Golgari Brownscale, or get endless value and card selection from Skullwinder.
Vengeful Pharaoh is a great early- to mid-game disincentive, Kessig Cagebreakers is a powerful finisher, and World Shaper is actually incredible, often returning 6+ lands while helping flash back a Dread Return. Songs of the Damned provides a major speed-boost and can fuel a ton of TE activations.
Obviously this list is not as broken as dredge can get, foregoing combo finishes or Bridge From Below shenanigans. It's intended to be pretty budget-friendly and (a little bit) fair. I've been having a lot of fun with it, and I think there's a lot of directions you could go with M19's new graveyard toys!
Jul 10, 2018This is the build I brewed up after Amonkhet block came out.Posted in: Multiplayer
Jul 3, 2018I've wanted to find a way to make multiplayer mill work for a long time without resorting to Altar of the Brood/Undead Alchemist combo. Simply jamming Consuming Aberration and Mind Grind alongside control spells is okay but unless you drop big $$ on a set of Mesmeric Orb you'll actually kill more quickly and effectively with various Mortivores than with mill itself.Posted in: Multiplayer
Psychic Corrosion from M19 gives me some hope at actually milling a table to death in a (somewhat) fair and effective way. My first thought is to combine the usual suspects of giant graveyard based beaters with power-based draw like Rishkar's Expertise to eliminate huge chunks of libraries while making the giants even giant-er.
In testing this list can often end the game off a resolved Rishkar's Expertise with Psychic Corrosion in play- if you have a creature with 7ish power or more you can mill a large portion of everyone's deck and if you're holding a Great Good or draw into one, immediately sacrifice the freshly enlarged creature for complete decking.
The weaknesses here are the early game and interacting against fast proactive decks. The creatures are small if not unplayable before you get some mill going and Altar of the Brood is merely decent here. Meanwhile the deck has so many requirements to enact its own game plan that it's hard to find room for any reactive spells to slow down opponents.
Centaur Vinecrasher, Bonehoard, and big card draw spells, as well as the non-interactive inevitability of your mill enchantments make control matchups favorable, even if they do keep killing all your creatures.
I'd love to hear your thoughts on this deck and other ways to use and abuse the newest multiplayer mill engine! Perhaps a Howling Mine turbo-fog strategy or a Notion Thief combo could get Psychic Corrosion churning out wins?
Jun 28, 2018Goreclaw, Terror of Qal Sisma looked like just an okay card to me at first. Taking 2 mana off the cost of your big 6 and 7 drops is pretty good, but it's not like we didn't already have Overgrowth and Worn Powerstone. Putting your ramp on a more expensive and more vulnerable permanent type just didn't seem worth it. The beautiful thing about cost reduction though is taking advantage of it several times per turn so it virtually generates 4,6,8 mana in a turn... 3 or 4 mana creatures with 4+ power work perfectly if only you could draw enough... Enter Temur Ascendancy! We had the perfect draw engine to fuel the madness the whole time!Posted in: Multiplayer
The plan is to use powerful ramp to chain together loads of large creatures which draw more ad nauseam via Temur Ascendancy and Garruk's Packleader. Goreclaw takes the ramp to the next level, letting you cast approximately 1 zillion, and even making Myr Superion free! The rest of the deck features plenty of ways to produce mana though even without a Goreclaw- Joraga Treespeaker and Whisperer of the Wilds get your engines online fast and Neheb, the Eternal can produce tons of the good stuff. Wayward Swordtooths let you simply keep playing all the excess lands you draw while going off as well as being a highly efficient beater in a deck looking to dump all kinds of permanents into play. Warchief Giant draws you millions off Temur Ascendancy and Garruk's Packleader while beating down hard.
Some options to add even more spice if you're willing to spend a little more $$ include Bloom Tender, Rhonas the Indomitable, Bramble Sovereign, Vengevine, Rekindling Phoenix, Xenagos, God of Revels, and Green Sun's Zenith. The indestructible and recursive creatures make the deck a lot more resilient to wraths, which are probably the deck's biggest weakness otherwise.
Jun 26, 2018Sarkhan's Unsealing obviously takes more specific building parameters than Warstorm Surge but not only is it 4CMC, the 7+ power trigger hits EVERYTHING and not just one target- this is a ridiculous power gap. Turning your creatures into overloaded Mizzium Mortars (that also hit opponents) is immensely better than turning them into Flametongue Kavus. Getting a couple triggers from Unsealing likely does as much damage as a few dozen Warstorm Surge triggers. All you have to do is look back through this thread for multiple examples of creature bases that comfortably support it, and I'm sure there are more builds we haven't even touched on.Posted in: Multiplayer
Warstorm Surge certainly works in a greater number of decks with more flexibility. You can slot it into almost any deck with large creatures and it will do work, while Unsealing is much more specialized. I think Sarkhan's Unsealing offers a much higher ceiling in power level however- and for me creative deckbuilding restrictions are part of the fun!
Jun 23, 2018You can also get very good mileage out of Sarkhan's Unsealing by sticking with the actual intended flavor of the card... releasing Eldrazi!Posted in: Multiplayer
This list functions a lot like traditional Modern RG Tron but the triggers of Sarkhan's Unsealing and Kozilek's Return do the battlefield clearing rather than Oblivion Stone or Ugin, the Spirit Dragon. On the bright side this version is much more affordable than running traditional top end cards like Wurmcoil Engine, Karn Liberated, and Ugin.
Jun 20, 2018I do think Green has a lot of potential, since it has lots of 7+ power options, ramp to get Sarkhan's Unsealing in play faster, and Life's Legacy, Greater Good, Momentous Fall, and Rishkar's Expertise as excellent ways to turn giant creatures into insurmountable card advantage.Posted in: Multiplayer
The next brew I came up with though is one that focuses on the problem of finding Sarkhan's Unsealing consistently by running tutors, and abusing the trigger to its fullest extent by looping Death's Shadow every turn. Unlike my first list, this one has no focus on playing beaters and attacking at all, since 5 Unsealing triggers is 20 damage anyways!
6 Tutors and 8 draw effects work to find the combo of Sarkhan's Unsealing + Death's Shadow + Oversold Cemetery while Abyssal Gatekeeper and Fleshbag Marauder buy you some time to get it online. This list is much more gimmicky than the first, as it's very soft to enchantment removal and has no real plan B if opponents break up the combo or you simply don't find the necessary pieces. It certainly highlights the signature card though!
Jun 20, 2018The first card from M19 that has really caught my eye for casual 60 card play is Sarkhan's Unsealing. The effect is amazingly powerful if you can consistently (and preferably repeatedly) trigger the 7+ power effect. There are a lot of ways throughout Magic's history to get 7+ power at a discount, and the first rough list I've come up with simply plays a bunch of undercosted giants and ways to take exploit them.Posted in: Multiplayer
Chandra's Ignition in particular seems like a go-to as redundancy for your "nuke the world" effects. This list may be a little rough but is a simple demonstration of how to abuse the Unsealing. Blow everything up, and clean up your defenseless opponents with your giant monsters!
There are lots of other ways to build around Sarkhan's Unsealing and I'm sure I haven't found the best one yet. An elemental tribal deck with Nova Chaser, Thunderblust, and Force of Savagery? A self mill deck with Boneyard Wurm, Splinterfright, and Ghoultree? An artifact build with Traxos, Scourge of Kroog and Metalwork Colossus? Perhaps a Death's Shadow build or simply recurring Shivan Wurm?
I believe */* creatures retain their P/T in all zones, so those work while cards like Wight of Precinct Six and Golgari Grave Troll unfortunately won't trigger. Power on the stack also means weird things like Nyxathid always works even though it's smaller in play, and Mogis, God of Slaughter always works even when it won't actually be a creature upon resolving.
I'd love to hear your input and ideas on how to best abuse this engine of destruction!
Jun 10, 2018While Huatli certainly does have potential you can usually draw the cards faster with less risk by using Shamanic Revelation. They fulfill very similar roles and each have advantages. It doesn't have to be a choice though as Huatli makes a pretty nice Revelation number 5 and 6 if you want plenty of card advantage in your token deck.Posted in: Multiplayer
Jun 6, 2018I originally posted an Abzan list here but I've since found that a 5-color Bring to Light version is much, much better.Posted in: Multiplayer
Like many people who saw Urza's Ruinous Blast I thought of creating a deck chock full of legends using Dominarias new historic payoffs with the Blast as the finishing blow. I work on a budget, so I didn't include some stellar but pricey options such as Mox Amber, Reki, History of Kamigawa, and Captain Sisay. This is what I came up with.
The curve is somewhat top-heavy and it's hard to find ramp that works in a 5-color shell and doesn't comprise of permanents that you'll kill with your own Urza's Ruinous Blast. Otherwise the deck has been a ton of fun, and playing with virtually 8 Blasts via Bring to Light has been outstanding. The current creature base offers a potent beatdown plan while providing a good dose of card draw, ramp, and utility.
The biggest flaw here is definitely wanting more effective ramp and/or 2-drops. Suggestions on that front very welcome! The mana base is tricky, but this is what I've come up with without breaking the bank. It can be a bit painful and 12/25 lands enter tapped but it has largely succeeded in casting the many color-intensive spells. Obviously the lands could be much better on an unlimited budget.
Jun 5, 2018Journey to Eternity seems pretty great when you're already sacrificing value creatures, and you can use Atzal, Cave of Eternity to bring back Muldrotha (and your whole graveyard from there) no matter how many times it dies.Posted in: Multiplayer
Jun 2, 2018I've been brainstorming around Muldrotha and some of the cards I came up with that haven't been mention yet includePosted in: Multiplayer
- Myriad Landscape
- Terramorphic Expanse
- Mystic Remora
- Wayfarer's Bauble
- Viridian Emissary
- Wood Elves
- Nevinyrral's Disk
- Phyrexian Scriptures
- Braids, Cabal Minion
- Solemn Simulacrum
- World Shaper
- Woodland Bellower
- Sylvan Primordial
I think with a value engine as powerful as Muldrotha the best gameplan is to wreck eveyone's day with cards like Pernicious Deed/Nevinyrral's Disk and Mindslicer until everyone is out of resources except the guy who can recur everything forever. I strongly agree with Prid3 that the deck wants plenty of ramp, since mana will always be your constraint rather than cards.
It might also be worth protecting Muldrotha with easily recurrable Crab Umbra or Spider Umbra. Time of Need is a budget tutor if you decide to rely heavily on Muldrotha.
- Myriad Landscape
May 9, 2018I like that last list a lot as the rare deck that offers a powerful beatdown while also staving off other early aggressive decks to an almost comical degree. It does do absolutely nothing without Assault Formation though... Perhaps Muddle the Mixture would be appropriate, as it tutors for half the deck as well as the critical card, and can counter a Wrath if necessary? Also, since the deck has effectively no 1-drops it is basically a free-roll to put in a few Ponder or Preordain effects to smooth draws and dig for Formation/Tetsuko. As a final note, Wall of Tanglecord and Wall of Junk are nice beaters in addition to the ones Prid3 listed.Posted in: Multiplayer
Mar 8, 2018I think Peer Through Depths and/or Pieces of the Puzzle may be good fits to increase consistency of finding the right balance of ramp and payoff, as well as providing more low-mana options to ensure the deck doesn't stall out early. The rate on both starts looking excellent with a Goblin Electromancer effect in play and the increased card churn will flip Curious Homunculus faster as well.Posted in: Multiplayer
I just need to figure out the right mix of the two (or whether one is just better) and what cuts to make. Probably Steam Augury and a couple duplicate copies of expensive or situational cards, as those will become easier to dig for when needed.
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