I ran Inquisitor's Flail as a one-of for a long time in a GB aggro deck with a large amount of regenerate and trample. In fact, that deck had more of both than the current one.
The card was rarely dead. I mean, early game you get to force stuff through. Late game, I'm happy to trade up with bigger dudes.
However, it's probably not as good here because there is less trample, regenerate, and haste. (Think; Lotleth Troll for Kalonian Tusker, Dreg Mangler for Wolfir Avenger and add in 8 GB duals).
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I've yet to test much with Fireshrieker. In my testing, the 3 CMC makes it a little difficult to play, but it does seem to have enough upside so far.
Yes, it is a 61 card deck. I found myself preferring 61 with 20 lands to 60 with 20 lands or 60 with 19 lands.
Deck curves out low and hard.
Creatures have some resiliency (Strangleroot, Wolfir, Young Wolf, Experiment One).
Any creature can be a threat late with the equipment and rancor.
Inquisitor's Flail makes trample and regenerate awesome.
Inquisitor's Flail plus Fireshrieker = 4 x damage.
A couple of synergies:
1) Scavenging Ooze + blood rushed Slaughterhorns
2) Experiment One + Fireshrieker, if needed, deal first strike damage and then regenerate before normal damage.
They tell you there are god cards, but you have no proof that there are god cards. Sure, there is art and a new frame, but it could still be part of an elaborate joke where the punch line is "there are no gods, just like in real life".
I mean, I'd buy the product if they went to that extent for the purposes of a joke.
It would have to be Elbrus. But since EDH is a casual format, you can bring up the idea of using Elbrus as your general with your playgroup and how to actually execute it. We let one guy use Genju of the Realm as his general, so I think it'd be interesting to see Elbrus as one.
I floated the idea of using Marit Large as my general and having Dark Depths in my command zone.
Nup. Stated monocolor subtheme over the weekend I believe. Previously stated that current amazing standard mana is going to be worse. No sources because lazy.
Well duh. Isn't that always going to be the case for the non-red aggro deck against midrange, and for most aggro decks re: online control decks?
For what?
3 is highest CMC.
Wolfir Avenger, it's true, works best as a 5 drop, but is still a valuable 3 drop.
The card was rarely dead. I mean, early game you get to force stuff through. Late game, I'm happy to trade up with bigger dudes.
However, it's probably not as good here because there is less trample, regenerate, and haste. (Think; Lotleth Troll for Kalonian Tusker, Dreg Mangler for Wolfir Avenger and add in 8 GB duals).
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I've yet to test much with Fireshrieker. In my testing, the 3 CMC makes it a little difficult to play, but it does seem to have enough upside so far.
4 Rancor
4 Giant Growth
Creatures
4 Experiment One
4 Young Wolf
3 Dryad Militant
4 Strangleroot Geist
4 Scavenging Ooze
4 Slaughterhorn
4 Kalonian Tusker
4 Wolfir Avenger
1 Fireshrieker
1 Inquisitor's Flail
Lands
20 Forest
Yes, it is a 61 card deck. I found myself preferring 61 with 20 lands to 60 with 20 lands or 60 with 19 lands.
Deck curves out low and hard.
Creatures have some resiliency (Strangleroot, Wolfir, Young Wolf, Experiment One).
Any creature can be a threat late with the equipment and rancor.
Inquisitor's Flail makes trample and regenerate awesome.
Inquisitor's Flail plus Fireshrieker = 4 x damage.
A couple of synergies:
1) Scavenging Ooze + blood rushed Slaughterhorns
2) Experiment One + Fireshrieker, if needed, deal first strike damage and then regenerate before normal damage.
Any thoughts?
~ Enters the battlefield tapped.
Tap: Add R or G to mana pool.
Tap,1, sacrifice: Destroy target non-basic land.
Really? I'd much rather run the risk of answering questions than bringing the wrong answer.
They tell you there are god cards, but you have no proof that there are god cards. Sure, there is art and a new frame, but it could still be part of an elaborate joke where the punch line is "there are no gods, just like in real life".
I mean, I'd buy the product if they went to that extent for the purposes of a joke.
No issue with SCGs behavior.
I floated the idea of using Marit Large as my general and having Dark Depths in my command zone.
EDIT: they weren't keen
I said effective 5 drop, as it can't attack (edit: or even block) if you cast it on turn 4 without ramp. It also doesn't trigger young pyromancer.
If it had some kind of evasion, I'd be all over it.
I think at the effective 5 drop slot I'd rather thundermaw hellkite.
This.
Maybe Runechanter's Pike gives the 1/1s some more utility?
4 Young Pyromancer
3 Faithless Looting
4 Toil // Trouble
2 Reforge the Soul
4 Bump in the Night
4 Skullcrack
4 Searing Spear
4 Brimstone Volley
4 Dragonskull Summit
14 Mountain
1 Swamp
While I would really like to stick Rakdos's Return in here it has strong anti-synergy with the Toil // Trouble + Reforge the Soul synergy.
Any thoughts for improvements?
Life from the Loam too is a pretty big reason.