tetzimoc is pretty dope. the black requirement to activate his ability is somewhat limiting though.
Here's some new fun tech: phantom nantuko: decent blocker, cheap and fast way to get trample on volrath, also lets him absorb damage aka swing without retaliation vigor: nuff' said, champion of lambholt: conditional unblockable for volrath don't mind if i do, voracious hydra: cheap way to get trample on volrath, also a 4/5 trampler for 4 is totally fine, jodah's avenger unblockable and double strike for 10 is decent, musician: yes go ahead and look up what this card does lmao...make them really sweat about keeping their creature or paying the cost.
Yeah Ramp is really necessary because this deck is so mana hungry/much more effective the faster it gets its engine going. I've never built anything with green before so I have no idea how the ratios work out with ramp and other cards in the deck.
If you can suggest dorks/ramp and cuts I'd appreciate it. The manabase is also pretty budget because if I do decide to build this deck IRL I don't really want to shell out 100 bucks for the landbase.
if they had given you the option of choosing a + or - counter he'd have been worlds better. That would have also opened up a lot of undying persist shenanigans which would have been cool. Oh well.
It's fun to play but definitely clunky. You spend a lot of your time trying to set up the engine and if you eat a boardwipe then you're kind of stuffed. Honestly I'm not sure how to make this deck really explode. It's very centered around it's general and it's general is probably at his strongest while swinging. There's nothing in the deck that let's you snowball value or kill players outside of the combat step.
Fine as a fun low powered deck but I don't know how well it'll stand up to most value decks out there.
I'm not certain that soulbound works the way you want it to unfortunately as it's an etb trigger. When Volrath becomes the Wolfir I don't think you get to double up on the +4/+4. You do get 19 damage on the board minus the other advantages though.
As an aside I think that I might be dropping the infect piles in my build because it makes the deck too linear. I like the idea of being able to use multiple effects in different turn phases. Using fatespinner with volrath is all sorts of messed up. If they want to draw they basically skip their turn BWAHAHAHAHHAHA
Edit: wait nvm you're right it totally works. They're still paired so they each give each other their bonuses. pretty sweet way to oneshot someone if you can get volrath through.
Edit 2: nvm fatespinner doesn't work the way i thought. The opponent can choose the same phase again
as i understand it you create a 7/5 Spawnwrithe with Volrath's ability. Cards like permeating mass and stuff with myriad is probably also worth considering. nacatl war-pride.
isareth the awakener is also a cute way to get back a critical creature from the yard in the combat step
On a separate note since this deck seems to be really mana hungry i think Kruphix, God of Horizons is probably worth including since it allows you to store mana for future turns as well as protect volrath.
yeah i figured that was that was the route to go too. My meta is not so keen on infinite combos so i was hoping for something more elegant not just infi mana + x spell. The problem is also that kraj forces you to run a lot of garbage cards just to get the combo off. I'm not inherently opposed to infinite combo but i'd my deckbuilding style is such that i want to make sure that every card in the deck is playable.
I like the idea of seedborn muse and being able to do osmething gross multiple times a turn for every players turn.
You could also run stuff like magus of the abyss and co and get double triggers and then change to something else eot before your turn.
It's still a bit clunky and could use a lot of fine tuning but some of my favorite interactions are with stuff like Cephalid Constable or Needle Specter or Cold-Eyed Selkie. If Volrath can connect bounce/draw/discard x7 is backbreaking.
I'm also interested in finding some way to make him a Sultai Kraj deck. Any good creatures in black with tap/untap abilities?
Another card I find to be testworthy is [[Kira, Great Glassspinner]]. Ninjitsu, Emerge, and Exploit are all non-targetting abilities so you can work around the shroud and Kira gives your team an extra layer of protection. Even works with Quickling and Co.!
Here's some new fun tech: phantom nantuko: decent blocker, cheap and fast way to get trample on volrath, also lets him absorb damage aka swing without retaliation vigor: nuff' said, champion of lambholt: conditional unblockable for volrath don't mind if i do, voracious hydra: cheap way to get trample on volrath, also a 4/5 trampler for 4 is totally fine, jodah's avenger unblockable and double strike for 10 is decent, musician: yes go ahead and look up what this card does lmao...make them really sweat about keeping their creature or paying the cost.
If you can suggest dorks/ramp and cuts I'd appreciate it. The manabase is also pretty budget because if I do decide to build this deck IRL I don't really want to shell out 100 bucks for the landbase.
It's fun to play but definitely clunky. You spend a lot of your time trying to set up the engine and if you eat a boardwipe then you're kind of stuffed. Honestly I'm not sure how to make this deck really explode. It's very centered around it's general and it's general is probably at his strongest while swinging. There's nothing in the deck that let's you snowball value or kill players outside of the combat step.
Fine as a fun low powered deck but I don't know how well it'll stand up to most value decks out there.
There's also demon of wailing agonies whis is ok i guess but loyal subordinate smacking the table for 6 is pretty nuts.
As an aside I think that I might be dropping the infect piles in my build because it makes the deck too linear. I like the idea of being able to use multiple effects in different turn phases. Using fatespinner with volrath is all sorts of messed up. If they want to draw they basically skip their turn BWAHAHAHAHHAHA
Edit: wait nvm you're right it totally works. They're still paired so they each give each other their bonuses. pretty sweet way to oneshot someone if you can get volrath through.
Edit 2: nvm fatespinner doesn't work the way i thought. The opponent can choose the same phase again
isareth the awakener is also a cute way to get back a critical creature from the yard in the combat step
On a separate note since this deck seems to be really mana hungry i think Kruphix, God of Horizons is probably worth including since it allows you to store mana for future turns as well as protect volrath.
I like the idea of seedborn muse and being able to do osmething gross multiple times a turn for every players turn.
You could also run stuff like magus of the abyss and co and get double triggers and then change to something else eot before your turn.
(the deck is built for a 20 poison counter RL Meta so it's trying to go for the long game, not the aggro game)
It's still a bit clunky and could use a lot of fine tuning but some of my favorite interactions are with stuff like Cephalid Constable or Needle Specter or Cold-Eyed Selkie. If Volrath can connect bounce/draw/discard x7 is backbreaking.
I'm also interested in finding some way to make him a Sultai Kraj deck. Any good creatures in black with tap/untap abilities?
Edit: First post ever!!!!