Before it rotated from extended, I was toying around with the concept of running Rage Forger and some additional modular creatures. It was going smoothly, but I was wondering with Steel Overseer would this plan actually be viable... I mean at that point we'd only need a single activation. Maybe even Oona's Blackguard.
Not sure how I would fit them in however. I can try some stuff out. Just wanted to get that idea out of my head.
Must say, I love this deck. Quick question. With pile being an option, why not just run Cursed Scroll? I mean, with Manabonds and Explorations, you can probably just dump your hand quickly enough to get it online and it serves as an extra win condition.
Does it look awful? Yeah, but does it work? Sort of.
Basically, you're a mono red board control deck with an impressive late game. I've been having some success with it on MWS, so I'm ready for critiques and such.
I think you're overreacting. This will hardly change Extended, which used fetches willy-nilly because they found Shocklands anyway.
That's exactly my point. I was really excited about fetches leaving so that Extended can try some new venues of deck construction instead of "I like these three colors, so I'm going to play them. Oh yeah, I should just splash the other two colors anyways" model that we've been seeing.
If they would have printed these in the NEXT block, I wouldn't be nearly as mad about them.
C'mon, Wizards. Give us a chance to MISS the fetches before making them again. One year in extended without them I thought would have been nice.
And about the Rock, it's always been a running joke that Wizards only wants the rock to be the best deck in extended. Now there's a GB fetch. Meaning, more rock cards.
This is bad news. While i'm very happy to see GOOD mAna fixing
You're right. Reflecting Pool decks mana were just awful and everyone only plays single color decks due to the awfulness of the lands currently in standard.
Oh wait.
I was seriously hoping the speculation would have been just that, and that Terramorphic Expanse was the fetch to run in every landfall deck.
My hope of mono color is fading fast. This does help Wizards create more Rock decks in Extended.
Expect bannings in Extended people. They only want the rock viable.
Basically, I was bored and wanted to play with Jackal Familiar. Which got me into thinking of how can I attack with this guy on turn 2 as much as possible? So I decided all my 2's, 3's, and 4's should have haste... therefore...
Heartlash Cinder has surprised me. It often swings for at least 3, and I've had some amazing turn 5's with him by casting him with ball lightning/ram gang.
Sideboard should be pretty self explanatory except for the claws. Those are for Jund. Gaining Life seems important in that matchup.
Hmm - rules question. Would this deck technically be able to play all of the zero casting cost Kobolds? They do say that the card is red, but there is actually no red mana symbol on the card.
I have zero idea. While I like the thinking, I could only use Crimson anyways as the others aren't on MODO. Maybe a paper version would allow it?
@Donald_McDonald: I'm a fan. I'll think of something tomorrow about getting it in there.
@Kid Icarus: This is what I get for not playing much casual and switching to a casual format. :-p I'll give those some consideration over the next few to see how they fit. Also, I agree RU is better, but you already stated my problem with running Niv Mizzet.
So I was looking through the list up top and was trying to find a general no one else had used and I was going to use it online.
I had a hard time finding one that was on modo that wasn't already being used. But needless to say, I found one.
Skeleton Ship 3UB
Legendary Creature - Skeleton
When you control no islands, sacrifice Skeleton Ship.
T: Put a -1/-1 counter on target creature.
0/3
Just look at that thing of bea... what is this thing? Why is it a legend?
Well, upon first review I was stumped. I seriously couldn't think of anything other than messing up an opponent's persist plans. But then I started thinking, how about I untap the crap out of that thing.
Which lead me to Intruder Alarm. Which then lead me to Cowardice and free creatures... which lead me to...
The deck can go combo happy, or it can also go stall down the board with pingers.
The loop for infinite is as follows.
Get an Intruder Alarm in play.
Get a Zero Cost dude in play (Ornithopter, Phyrexian Walker, Shield Sphere)
Get a Cowardice in play.
Get one of your many pingers in play (or Skeleton Ship).
With just those 4 cards (man that hurts to say), you have an infinite loop of constantly tapping and untapping your pinger by pinging the free thing and putting it back on the table.
Add another pinger and you kill everyone. Add a targetted looter (Cephalid Looter and Cephalid Broker) and deck your opponents. Add a miller (Drowner of Secrets and Cathartic Adept) and mill your opponents.
Basically everything else in the deck is card drawing and tutoring to get things into play.
I don't have the deck built yet, but I plan on playing this in Commander on modo, so some card choices seem wrong (Arcane Sanctum is allowed in Commander and not EDH, for example). This also means if it's not on modo, I can't play the card.
Over a few weeks I'm going to build this deck on modo, or some variant there of. I want a commander deck on modo that's my own, and this seems like it could be.
Explanations:
2 Gargoyle Castle over Mutavault -- In this deck, I feel Mutavault is not as good as your tribe lord costs 6 instead of 2. I wanted to give Gargoyle Castle a try as I feel it's a very good late game for this deck, especially post board in the mirror, which I'll get to down there.
2 Mosquito Guard -- Originally put in as 24 lands felt like too much. Surprisingly sometimes good, however. First strike is nice, but being able to Ranger up pump is actually pretty cool, since you can captain ranger into play and get a pump spell, or flip from your heights a ranger and get a pump spell.
4 Ballyrush Banneret -- While not exactly optimal, it does reduce the cost of Ranger of Eos and Captain of the Watch. Allows some sick turn 3 plays with Ranger of Eos.
0 Spectral Procession -- While the Kithkin decks run this as a four of, I felt that with 4 Rangers and 4 Preeminent Captains, I was flipping my Heights a good enough portion. If I'm wrong, take out the Harm's Way/Path to Exile and put them back in, but at the moment it's sort of liberating not seeing them in the deck.
The sideboard is broken down as follows.
Hallowed Burial is for the Kithkin match and the mirror match. I've had success in the past running Wrath out of the side of White Weenie because it's incredibly effective to turn into control deck in the "mirror". They never see it coming. Well, we don't have wrath, so this is the best option. Just don't play into your own removal and you'll be fine, (also has quasi synergy with Ranger of Eos, as you'll be able to tutor up your one drops again.)
Baneslayer Angel is mainly if the old Elves can still be around, as it can block Colossus or just race it. Also great in the mirror when you side in wrath effects as it allows you to basically wrath and drop a fatty for the win, gets pathed a lot but draws a path out.
Not sure how I would fit them in however. I can try some stuff out. Just wanted to get that idea out of my head.
Am I missing something here?
19 Mountain
4 Tectonic Edge
2 Valakut, the Molten Pinnacle
Creatures
3 Inferno Titan
Spells
3 Chandra Nalaar
3 Lux Cannon
4 Voltaic Key
3 Koth of the Hammer
4 Everflowing Chalice
4 Pyroclasm
4 Ratchet Bomb
3 Trigon of Thought
4 Contagion Clasp
4 Arc Trail
3 Leyline of Punishment
4 Tunnel Ignus
4 Demolish
I took out engines and the phoenixes and put in 4 voltaic key and another lux cannon. The deck is now infi better.
4 Tectonic Edge
19 Mountain
2 Valakut, the Molten Pinnacle
Creatures
3 Kuldotha Phoenix
3 Inferno Titan
Spells
3 Koth of the Hammer
3 Chandra Nalaar
4 Everflowing Chalice
4 Pyroclasm
4 Ratchet Bomb
3 Trigon of Thought
2 Lux Cannon
2 Contagion Engine
4 Contagion Clasp
4 Arc Trail
3 Leyline of Punishment
4 Tunnel Ignus
4 Demolish
Does it look awful? Yeah, but does it work? Sort of.
Basically, you're a mono red board control deck with an impressive late game. I've been having some success with it on MWS, so I'm ready for critiques and such.
One card combos that win the game can't be ignored.
That's exactly my point. I was really excited about fetches leaving so that Extended can try some new venues of deck construction instead of "I like these three colors, so I'm going to play them. Oh yeah, I should just splash the other two colors anyways" model that we've been seeing.
If they would have printed these in the NEXT block, I wouldn't be nearly as mad about them.
C'mon, Wizards. Give us a chance to MISS the fetches before making them again. One year in extended without them I thought would have been nice.
And about the Rock, it's always been a running joke that Wizards only wants the rock to be the best deck in extended. Now there's a GB fetch. Meaning, more rock cards.
You're right. Reflecting Pool decks mana were just awful and everyone only plays single color decks due to the awfulness of the lands currently in standard.
Oh wait.
I was seriously hoping the speculation would have been just that, and that Terramorphic Expanse was the fetch to run in every landfall deck.
My hope of mono color is fading fast. This does help Wizards create more Rock decks in Extended.
Expect bannings in Extended people. They only want the rock viable.
4 Jackal Familiar
4 Tattermunge Maniac
4 Hellspark Elemental
4 Heartlash Cinder
4 Boggart Ram-Gang
4 Ball Lightning
4 Bloodbraid Elf
4 Lightning Bolt
4 Flame Javelin
2 Lash Out
Land
4 Rootbound Craig
4 Fire-Lit Thicket
2 Forest
12 Mountain
4 Great Stable Stag
4 Volcanic Fallout
4 Chaotic Backlash
3 Dragon's Claw
Heartlash Cinder has surprised me. It often swings for at least 3, and I've had some amazing turn 5's with him by casting him with ball lightning/ram gang.
Sideboard should be pretty self explanatory except for the claws. Those are for Jund. Gaining Life seems important in that matchup.
Thoughts?
Storage Matrix
Frozen AEther
Stasis
Back to Basics
I can keep going...
I have zero idea. While I like the thinking, I could only use Crimson anyways as the others aren't on MODO. Maybe a paper version would allow it?
@Donald_McDonald: I'm a fan. I'll think of something tomorrow about getting it in there.
@Kid Icarus: This is what I get for not playing much casual and switching to a casual format. :-p I'll give those some consideration over the next few to see how they fit. Also, I agree RU is better, but you already stated my problem with running Niv Mizzet.
I had a hard time finding one that was on modo that wasn't already being used. But needless to say, I found one.
Skeleton Ship 3UB
Legendary Creature - Skeleton
When you control no islands, sacrifice Skeleton Ship.
T: Put a -1/-1 counter on target creature.
0/3
Just look at that thing of bea... what is this thing? Why is it a legend?
Well, upon first review I was stumped. I seriously couldn't think of anything other than messing up an opponent's persist plans. But then I started thinking, how about I untap the crap out of that thing.
Which lead me to Intruder Alarm. Which then lead me to Cowardice and free creatures... which lead me to...
1 Skeleton Ship
Lands
12 Island
10 Swamp
1 Watery Grave
1 Arcane Sanctum
1 Minamo, School at Water's Edge
1 Underground Sea
1 Bad River
1 Polluted Delta
1 Grixis Panorama
1 Esper Panorama
1 Underground River
1 Crumbling Necropolis
1 Gargoyle Castle
1 Tolaria West
1 River of Tears
1 Salt Marsh
1 Dimir Aqueduct
1 Drowned Catacomb
1 Sunken Ruins
1 Mistvein Borderpost
Dudes
1 Dimir Infiltrator
1 Inspired Sprite
1 Bonded Fetch
1 Cephalid Looter
1 Cephalid Broker
1 Cathartic Adept
1 Trinket Mage
1 Fatestitcher
1 Screeching Sliver
1 Drowner of Secrets
1 Aphetto Alchemist
1 Cackling Imp
1 Blightspeaker
1 Pirate Ship
1 Prodigal Sorcerer
1 Phyrexian Walker
1 Shield Sphere
1 Ornithopter
1 Thought Courier
1 Merfolk Looter
1 Mulldrifter
1 Dimir House Guard
1 Fledgling Mawcor
1 Drift of Phantasms
1 Zuran Spellcaster
1 Suq'Ata Firewalker
1 Mawcor
1 Terror
1 Feldon's Cane
1 Relearn
1 Reminisce
1 Muddle the Mixture
1 Reckless Spite
1 Dark Banishing
1 Last Gasp
1 Nameless Inversion
1 Doom Blade
1 Cryptic Command
1 Opposition
1 Opportunity
1 Counsel of the Soratami
1 Fathom Trawl
1 Diabolic Tutor
1 Tidings
1 Demonic Tutor
1 Vampiric Tutor
1 Cowardice
1 Intruder Alarm
1 Perplex
1 Dimir Signet
1 Talisman of Dominance
1 Mystical Tutor
1 Mystical Teachings
1 Clutch of the Undercity
1 Dimir Machinations
1 Brainspoil
1 Sleep
1 Telling Time
1 Impulse
The deck can go combo happy, or it can also go stall down the board with pingers.
The loop for infinite is as follows.
Get an Intruder Alarm in play.
Get a Zero Cost dude in play (Ornithopter, Phyrexian Walker, Shield Sphere)
Get a Cowardice in play.
Get one of your many pingers in play (or Skeleton Ship).
With just those 4 cards (man that hurts to say), you have an infinite loop of constantly tapping and untapping your pinger by pinging the free thing and putting it back on the table.
Add another pinger and you kill everyone. Add a targetted looter (Cephalid Looter and Cephalid Broker) and deck your opponents. Add a miller (Drowner of Secrets and Cathartic Adept) and mill your opponents.
Basically everything else in the deck is card drawing and tutoring to get things into play.
I don't have the deck built yet, but I plan on playing this in Commander on modo, so some card choices seem wrong (Arcane Sanctum is allowed in Commander and not EDH, for example). This also means if it's not on modo, I can't play the card.
Over a few weeks I'm going to build this deck on modo, or some variant there of. I want a commander deck on modo that's my own, and this seems like it could be.
Thoughts?
Every upkeep and on your extra turns you get wolves. Which makes your Garruk better...
1 Sharuum the Hegemon
Lands
1 Watery Grave
1 Orzhov Basilica
1 Dimir Aqueduct
1 Azorius Chancery
1 Dromar's Cavern
1 Godless Shrine
1 Hallowed Fountain
1 Tundra
1 Underground Sea
1 Scrubland
1 Adarkar Wastes
1 Faerie Conclave
1 Bad River
1 Flood Plain
1 Flooded Strand
1 Spawning Pool
1 Forbidding Watchtower
2 Island
2 Plains
2 Swamp
1 Caves of Koilos
1 Arcane Sanctum
1 Underground River
1 River of Tears
1 Nimbus Maze
1 Esper Panorama
1 Polluted Delta
1 Glacial Fortress
1 Drowned Catacomb
1 Mystic Gate
1 Fetid Heath
1 Sunken Ruins
1 Vault of Whispers
1 Ancient Den
1 Seat of the Synod
1 Fieldmist Borderpost
1 Mistvein Borderpost
1 Cephalid Looter
1 Merfolk Looter
1 Thought Courier
1 Frontline Sage
1 Cephalid Broker
1 Cephalid Sage
1 Putrid Imp
1 Phyrexian Colossus
1 Tower Gargoyle
1 Sphinx Summoner
1 Sundering Titan
1 Colossus of Sardia
1 Razormane Masticore
1 Sphinx of the Steel Wind
1 Sphinx Sovereign
1 Triskelavus
1 Triskelion
1 Masticore
1 Angel of Despair
Spells
1 Talisman of Progress
1 Dimir Signet
1 Condemn
1 Swords to Plowshares
1 Tidings
1 Vampiric Tutor
1 Talisman of Dominance
1 Azorius Signet
1 Orzhov Signet
1 Grim Monolith
1 Mana Vault
1 Gilded Lotus
1 Path to Exile
1 Buried Alive
1 Entomb
1 Animate Dead
1 Necromancy
1 Fact or Fiction
1 Enlightened Tutor
1 Compulsion
1 Compulsive Research
1 Thirst for Knowledge
1 Mental Discipline
1 Fabricate
1 Voltaic Key
1 Mystical Tutor
1 Reanimate
1 Exhume
1 Sift
1 Attunement
1 Breath of Life
1 Resurrection
1 Rise from the Grave
1 Zombify
1 Stitch Together
1 Dance of the Dead
1 Turn to Mist
1 Momentary Blink
1 Jace Beleren
1 Tezzeret the Seeker
The overlying theme is basically reanimator, and I plan on using Sharuum for that purpose. Blinking Sharuum is so fun.
2 Gargoyle Castle
15 Plains
4 Akrasan Squire
4 Elite Vanguard
2 Mosquito Guard
1 Burrenton Forge-Tender
4 Ballyrush Banneret
4 Preeminent Captain
4 Ranger of Eos
4 Captain of the Watch
4 Honor of the Pure
4 Harm's Way
3 Burrenton Forge-Tender
4 Oblivion Ring
4 Baneslayer Angel
4 Hallowed Burial
Explanations:
2 Gargoyle Castle over Mutavault -- In this deck, I feel Mutavault is not as good as your tribe lord costs 6 instead of 2. I wanted to give Gargoyle Castle a try as I feel it's a very good late game for this deck, especially post board in the mirror, which I'll get to down there.
2 Mosquito Guard -- Originally put in as 24 lands felt like too much. Surprisingly sometimes good, however. First strike is nice, but being able to Ranger up pump is actually pretty cool, since you can captain ranger into play and get a pump spell, or flip from your heights a ranger and get a pump spell.
4 Ballyrush Banneret -- While not exactly optimal, it does reduce the cost of Ranger of Eos and Captain of the Watch. Allows some sick turn 3 plays with Ranger of Eos.
0 Spectral Procession -- While the Kithkin decks run this as a four of, I felt that with 4 Rangers and 4 Preeminent Captains, I was flipping my Heights a good enough portion. If I'm wrong, take out the Harm's Way/Path to Exile and put them back in, but at the moment it's sort of liberating not seeing them in the deck.
The sideboard is broken down as follows.
Hallowed Burial is for the Kithkin match and the mirror match. I've had success in the past running Wrath out of the side of White Weenie because it's incredibly effective to turn into control deck in the "mirror". They never see it coming. Well, we don't have wrath, so this is the best option. Just don't play into your own removal and you'll be fine, (also has quasi synergy with Ranger of Eos, as you'll be able to tutor up your one drops again.)
Baneslayer Angel is mainly if the old Elves can still be around, as it can block Colossus or just race it. Also great in the mirror when you side in wrath effects as it allows you to basically wrath and drop a fatty for the win, gets pathed a lot but draws a path out.