How do you gauge Den Protector in Temur Ascendancy? I have him this build below and is cycling all my fetch lands in the early game then brings back whatever part of the combo my opponent happens to get rid of.
Notable interactions:
Constellation/Ascendancy Draw power- With 12 enchantments and 11 to 14 four power creatures.
Going Aggro - Den Protector/Bestow Boon Satyr or Surrak's Formidable Ability
All Permanent - High percentage to hit with Genesis Hydra.
Trick interaction - Turn 1 Mystic into turn 2 facedown Den Protector, turn 3 morphed the Protector and get a used fetch land use again
Looking to get some help with my budget Human Reanimator.
I know could just use regular m13 dual-lands but the Gates are there for a reason. Mainly it is a Burning-Tree Reanimator where the nut draw usually starts with BTE in hand.
EX. Turn one Faithless, turn two BTE to Mulch, Turn Three BTE to Gatecreeper get a Gate of the color you need to put into play as the 3rd land drop, And turn four reanimate an Angle.
There is a Landy.deck in my Meta that I can never beat before with any deck i play... But with this deck, even after 6 Land destroyed on my board I was still able combo-bomb him everytime lol...
Needs duels and that sac a creature to draw a card and gain life. That way you can stack them to do angel brings them back. Stack that dude then fiendhunter. Hunter exiles the angel, then you sack fiend hunter, sac that guy to the torturer. Loop it over and over again to draw however many cards. Getting to thrower contents.
Disciple of Bolas nice. The deck does need another life gain source. Thanks!
I play them in a fun deck and all hell breaks loose when I get 2 or 3 out. They are so strong then. I's never consider playing that big green bomb though. Just too slow and conditional. If you have 1 in play and cast a second flayer then all ground combat stops. For them atleast. If one dies then they both see it. Deals 5 to flayer a and 5 to player b. Then flayer a comes back and deals 10 to player b. 15 damage for just killing a dude. And a third flayer in that and suddenly you are killing players.
I see him as the inverse tusk. Not really sure at what point life gain got better than damage though. But it really looks like it has. I mean look at this. You cast tusk. I cast flayer. While we trade exactly. You get no life and have to hope thay I attack with my 5/3 into your 3/3. That is if I didnt choose to blast your 3/3 with undying flayer. Add in angel like you would tusk and I win that easily.
One question, how are you triggering the undying? The effect of Moldergraf brings 2 creatures from the graveyard at random. Both Flayers hit at the same time doing 16 dam. If you can kill them both off at the same time you'll do another 20 when their undying triggers happen.
You stack the effect in a way you put 4 dmg to each Flayer that came in to play from the GY. First Flayer dies triggers Undying while the other Flayer is still in play putting 10 dmg on the stack targeting your opponent. The other Flayer does it's Undying dance and does another 10 dmg on the stack targeting your opponent.
Changes:
Main deck 1x Devil's Play (Added spell type finisher)
Removed Ancient Grudge for Essence Scatter and Dissipate (VS control)
Added 4x Mizzium Skin also VS control and B/R decks.
Added 2 more Stormtide Leviathan in the SB (My Meta is full of GW Aggro)
Replaced 4x Blistercoil Weird with 3x Frostburn Weird (Blistercoil Weird is indeed a trap that make me spend my spells unnecessarily just to pump him on the attack. Frostburn Weird can give me time to build up my mana for the combo and can attack more VS control very early.)
I can't decide on how to put Gisela in the Deck. Maybe a 1/1 split with the Sphinx? Same case with Griselbrand. It seemed like the Sphinx is more powerful in this deck.
@ jethrologan: I have only tested this deck casually in the past two weeks and it can manage creature base aggro deck pretty well. It's a bit weak versus Control deck that rely on PW.
The deck can't really out counterspell control so I'm thinking on turning it in a more Aggro/Tempo base.
Kill off your own Moldergraf and it's when it dies effect triggers the only creatures i.e. the Flayers come back into play, triggering their ETBF effect and since they hit at the same time you do 16 damage to the opponents dome.
You can hit your opponent for 28 damage with that. You can use the first 4dmg on the Flayer A put Undying on the stack. Do the same on Flayer B. Each Flayer sees each other with a +1/+1 counter on them.
I have a Deck like this I use for FNM and it can got toe to toe with most Aggro decks. Basically URWb that uses the Flayer/Rites combo along with Guttersnipe/Goblin Electromancer and lots of cheap spells with flashbacks.
I use the Vessel of Endless Rest because it taps for any color mana, comes into play untapped and has an EtB ability. I really like to be able to ramp on turn 3 while still be able to cast my onemanaspells
In this deck, "Focus" is relative. It just mainly focus on "looting" as much card as possible with F.L. and F.A. The decks removal package is mainly compose of Vengeful Pharaoh and whatever removal you get from looting.
The Necrotic Ooze combo pieces being "incredible complex" is an understatement :D. But since this deck dumps a ton of cards into the graveyard.. you sometimes just let the combo come together on it's own and just draw the cards you need at the moment every time you loot.
Edit: I like the way my opponent looks when I have no blockers and they're contemplating if they should attack or not, due to a couple of Vengeful Pharaoh in the Graveyard
@Rutherjc19: I've tested the mana base... It's more consistent with the R/B land Sulfur Falls since you need Red or Blue on the first two turns to cycle the Vengeful Pharaoh and make the opponent think twice into attacking you.
I will test 4x Sulfur Falls 4x Evolving Wilds and 2x Ghost Quarters since this deck sometimes needs to shuffle if there's too much Vengeful Pharaoh on the top of the deck
@card_wizard: You really need Postmortem lunge since need to combo out and kill/mill the opponent out as soon as the Necrotic Ooze hits the board.
Presenting:
MONSTER COMBO!!!
4 Wooded Foothills
4 Yavimaya Coast
3 Nykthos, Shrine to Nyx
4 Frontier Bivouac
3 Temple of Abandon
4 Forest
1 Mountain
4 Elvish Mystic
4 Voyaging Satyr
4 Eidolon of Blossoms
2 Karametra's Acolyte
3 Den Protector
3 Temur Sabertooth
3 Boon Satyr
3 Genesis Hydra
3 Surrak, the Hunt Caller
2 Polukranos, World Eater
1 Hornet Queen
3 Temur Ascendancy
2 Singing Bell Strike
1 Xenagos, the Reveler
2 Encase in Ice
3 Hornet Nest
2 Arbor Colossus
2 Reclemation Sage
1 Display of Dominance
1 Harbinger of the Hunt
3 Nylea's Disciple
Notable interactions:
Constellation/Ascendancy Draw power- With 12 enchantments and 11 to 14 four power creatures.
Going Aggro - Den Protector/Bestow Boon Satyr or Surrak's Formidable Ability
All Permanent - High percentage to hit with Genesis Hydra.
Trick interaction - Turn 1 Mystic into turn 2 facedown Den Protector, turn 3 morphed the Protector and get a used fetch land use again
I made some updates on the deck making it Combo game 1 and aggro game 2
Game 2:
-2 Gatecreeper Vine
-2 Acidic Slime
-4 Mulch
+4 Lightning Mauler
+4 Reckless Waif
VS Control:
4x Duress
1x Ray of Revelation
VS Aggro:
4x Lightning Mauler
1x Undying Evil
3x Angel of Glory's rise
3x Fiend Hunter
3x Burning-Tree Emissary
4x Undercity Informer
2x Acidic Slime
2x Gatecreeper Vine
1x War Priest of Thune
1x Zealot Conscript
Spells: 18
3x Unburial Rites
4x Faithless Looting
4x Mulch
4x Grisly Salvage
1x Rolling Temblor
1x Farseek
1x Gnaw to the Bone
4x Selesnya Guildgate
4x Gruul Guildgate
4x Golgari Guildgate
8x Mountain
1x Plain
1x Swamp
1x Kessig Wolf Run
4x Duress
4x Lightning Mauler
4x Reckless Waif
1x Undying Evil
1x Ancient Grudge
1x Ray of Revelation
Great idea... I'm adding Mr. Smiter as a 3 off replacing 1x Duress and the 2x Gatecreeper
Huntmaster will be on the wishlist though... for now the Emissary/Mauler on turn two should take the role of early beats.
I know could just use regular m13 dual-lands but the Gates are there for a reason. Mainly it is a Burning-Tree Reanimator where the nut draw usually starts with BTE in hand.
EX. Turn one Faithless, turn two BTE to Mulch, Turn Three BTE to Gatecreeper get a Gate of the color you need to put into play as the 3rd land drop, And turn four reanimate an Angle.
There is a Landy.deck in my Meta that I can never beat before with any deck i play... But with this deck, even after 6 Land destroyed on my board I was still able combo-bomb him everytime lol...
Any advise you can give is greatly appreciated.
3x Angel of Glory's rise
4x Undercity Informer
4x Fiend Hunter
4x Burning-Tree Emissary
2x Lightning Mauler
2x Gatecreeper Vine
Spells: 18
4x Faithless Looting
4x Mulch
4x Grisly Salvage
4x Unburial Rites
1x Duress
1x Gnaw to the Bone
4x Selesnya Guildgate
4x Gruul Guildgate
4x Golgari Guildgate
8x Mountain
1x Plain
1x Swamp
1x Ghost Quarter
3x Duress
4x Reckless Waif
2x Acidic Slime
2x Rolling Temblor
2x Ancient Grudge
1x Ray of Revelation
1x War Priest of Thune
Disciple of Bolas nice. The deck does need another life gain source. Thanks!
Basically a Angel of Glory Rise/Fiend Hunter deck that with Chronic Flooding and Falkenrath Torturer.
I try to stall the board with Fiend Hunter, Cathedral Sanctifier, Lyev Skyknight with a little bit of protection by way of the Izzet Charm.
Then I loot and mill till I get a to Unburial the Angel and put it under a Fiend Hunter.
4x Chronic Floodin
4x Faithless Looting
4x Unburial Rites
3x Izzet Charm
1x Dissipate
21 Creatures
4x Angel of Glory's Rise
4x Fiend Hunter
4x Cathedral Sanctifier
4x Lyev Skyknight
2x Kessig Malcontent
2x Falkenrath Torturer
1x Archaeomancer
2x Transguild Promenade
2x Ghost Quarters
4x Izzet Guildgate
4x Azorius Guildgate
4x Plain
4x Mountain
2x Island
1x Swamp
Edit1: Replaced Rage Thrower with Disciple of Bolas
Edit2: Replaced Disciple of Bolas with Archaeomancer
EXACTLY!!!
You stack the effect in a way you put 4 dmg to each Flayer that came in to play from the GY. First Flayer dies triggers Undying while the other Flayer is still in play putting 10 dmg on the stack targeting your opponent. The other Flayer does it's Undying dance and does another 10 dmg on the stack targeting your opponent.
For an update:
Flaming Rites 2.1
1x Devils' Play
3x Blustersquall
4x Feeling of Dread
4x Desperate Ravings
4x Izzet Charm
4x Faithless Looting
4x Unburial Rites
Creatures: 14
4x Flayer of the Hatebound
2x Sphinx of Uthuun
4x Guttersnipe
3x Frostburn Weird
4x Steam Vents
4x Glacial Fortress
4x Sulfur Falls
1x Dragonskull Summit
2x Drowned Catacomb
2x Mountain
1x Island
1x Swamp
2x Plains
2x Ghost Quarter
4x Mizzium Skin
3x Izzet Staticaster
3x Dissipate
2x Essence Scatter
3x Stormtide Leviathan
Changes:
Main deck 1x Devil's Play (Added spell type finisher)
Removed Ancient Grudge for Essence Scatter and Dissipate (VS control)
Added 4x Mizzium Skin also VS control and B/R decks.
Added 2 more Stormtide Leviathan in the SB (My Meta is full of GW Aggro)
Replaced 4x Blistercoil Weird with 3x Frostburn Weird (Blistercoil Weird is indeed a trap that make me spend my spells unnecessarily just to pump him on the attack. Frostburn Weird can give me time to build up my mana for the combo and can attack more VS control very early.)
I can't decide on how to put Gisela in the Deck. Maybe a 1/1 split with the Sphinx? Same case with Griselbrand. It seemed like the Sphinx is more powerful in this deck.
4x Burning Oil
4x Feeling of Dread
3x Desperate Ravings
4x Izzet Charm
4x Faithless Looting
4x Unburial Rites
Creatures: 14
4x Flayer of the Hatebound
2x Sphinx of Uthuun
4x Guttersnipe
4x Goblin Electromancer
4x Steam Vents
4x Glacial Fortress
2x Dragonskull Summit
3x Drowned Catacomb
3x Mountain
3x Island
2x Plains
2x Ghost Quarter
1x Desperate Ravings
3x Nevermore
3x Negate
3x Stormtide Leviathan
3x Pithing Needle
1x Charmbreaker Devils
@ jethrologan: I have only tested this deck casually in the past two weeks and it can manage creature base aggro deck pretty well. It's a bit weak versus Control deck that rely on PW.
The deck can't really out counterspell control so I'm thinking on turning it in a more Aggro/Tempo base.
Here's Flaming Rites 2.0
3x Blustersquall
4x Feeling of Dread
4x Desperate Ravings
4x Izzet Charm
4x Faithless Looting
4x Unburial Rites
Creatures: 14
4x Flayer of the Hatebound
2x Sphinx of Uthuun
4x Guttersnipe
4x Blistercoil Weird
4x Steam Vents
4x Glacial Fortress
4x Sulfur Falls
1x Dragonskull Summit
2x Drowned Catacomb
2x Mountain
1x Island
1x Swamp
2x Plains
2x Ghost Quarter
3x Burning Oil
3x Izzet Staticaster
4x Mizzium Skin
1x Devils' Play
1x Stormtide Leviathan
3x Ancient Grudge
Plan 1: Drop a Blistercoil Weird early and clear the path for it using Blustersquall, Feeling of Dread and Izzet charms.
Plan 2: Drop as many Guttersnipe as I can a turn and chain draw spells over and over.
Plan 3: Play the Unburial Rites and Flayer combo for maximum headshot.
You can hit your opponent for 28 damage with that. You can use the first 4dmg on the Flayer A put Undying on the stack. Do the same on Flayer B. Each Flayer sees each other with a +1/+1 counter on them.
I have a Deck like this I use for FNM and it can got toe to toe with most Aggro decks. Basically URWb that uses the Flayer/Rites combo along with Guttersnipe/Goblin Electromancer and lots of cheap spells with flashbacks.
A post rotation unburials deck that uses the Flayer of the Hatebound combo
I use the Vessel of Endless Rest because it taps for any color mana, comes into play untapped and has an EtB ability. I really like to be able to ramp on turn 3 while still be able to cast my one mana spells
This deck just wants to mill itself, defend the combo and of course, combo out.
Any comments about the deck are welcome.
2x Jace, Memory Adept
4x Unburial Rites
4x Vessel of Endless Rest
4x Faithless Looting
4x Tragic Slip
4x Duress
1x Forbidden Alchemy
4x Flayer of the Hatebound
3x Geralf's Mindcrusher
1x Stormtide Leviathan
2x Sphinx of Uthuun
1x Malignus
1x Harvester of Souls
Lands 25
1x Desolate Lighthouse
4x Plains
1x Drowned Catacomb
6x Mountain
6x Swamp
2x Island
3x Evolving Wilds
2x Ghost Quarter
In this deck, "Focus" is relative. It just mainly focus on "looting" as much card as possible with F.L. and F.A. The decks removal package is mainly compose of Vengeful Pharaoh and whatever removal you get from looting.
The Necrotic Ooze combo pieces being "incredible complex" is an understatement :D. But since this deck dumps a ton of cards into the graveyard.. you sometimes just let the combo come together on it's own and just draw the cards you need at the moment every time you loot.
Edit: I like the way my opponent looks when I have no blockers and they're contemplating if they should attack or not, due to a couple of Vengeful Pharaoh in the Graveyard
Edit: adding a singleton Desolate Lighthouse for testing.
@Rutherjc19: I've tested the mana base... It's more consistent with the R/B land Sulfur Falls since you need Red or Blue on the first two turns to cycle the Vengeful Pharaoh and make the opponent think twice into attacking you.
I will test 4x Sulfur Falls 4x Evolving Wilds and 2x Ghost Quarters since this deck sometimes needs to shuffle if there's too much Vengeful Pharaoh on the top of the deck
@card_wizard: You really need Postmortem lunge since need to combo out and kill/mill the opponent out as soon as the Necrotic Ooze hits the board.