I've written about these away decks before. Of the three decks, the UW and BG decks have only seen small changes, but the R deck has been torn down to the lands and rebuilt almost entirely. This rebuild is due to both my continual dissatisfaction with it and the great card discussions in the FB Group Budget Magic.
The premise is still the same: A monored burn deck for a creature-heavy meta, where most games have 4-6+ players. In a pinch, the deck needs to function as a true Commander deck, so the deck's construction follows the Commander rules of 100 cards, no off-color mana, and one (or more) Legendary creatures to feature as the actual commander. Lastly, the deck will never be tinkered with again once sent off to Ohio. Here is the final(ish) decklist.
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My first major reworking involves the anticipated commander. Originally, the plan was Heartless Hidetsugu, with the deck kinda-sorta built around him. Unfortunately, to run that commander properly, the deck needs at least a dozen ways to make haste, as well as a few ways to avoid the life loss, and doing so prevented other things I wanted to include. So, while Heartless Hidetsugu is still in the 99, I now have other options.
Better options. Far better options.
Krenko, Mob Boss is technically one of them, but to be a Commander, the deck would need far more Goblin support than I want to run, so instead Krenko is here to make tokens for blocking and Skullclamping, not swarming and winning. Besides, for Krenko to work, I would need to cast him every game, which would only happen IF playing Commander, and that is not a guarantee.
That said, Torbran and Toralf are both in the deck, with Torbran edging out the God of Fury by just a bit. Both like burn, but Torbran supports it better. Etali, Primal Dawn isn't under consideration, because, like Heartless Hidetsugu, it demands haste to work. Purphoros, Bronze-Blooded is sweet, being an indestructible bruiser, but I simply prefer Torbran more.
Supporting Torbran are Toralf and Gratuitous Violence, which plays extra nice with Heartless Hidetsugu, popping any player with an even life total - even myself. If this deck was still focused on Heartless, I would add more damage doublers, but as it isn't, I have more space for other nonsense instead, and am enjoying that freedom.
Loxodon Warhammer and Basilisk Collar can keep me alive and are plain silly on Heartless Hidetsugu. Still, the bane of burn is excessive lifegain, and while there are several red ways to stop it, I am sticking to just Quakebringer, because he also deals upkeep damage AND hits for at least 5.
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Being intended for multiplayer games, there are several cards in the 99 geared for that in the deck: Court of Ire, Frenzied Saddlebrute, Disrupt Decorum, Emberwilde Captain, War's Toll, and Insurrection. The last is there to win the game if nothing else does, and from experience, Insurrection does win games.
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The only thing better than burning folks with sorceries and instants, is doing so multiple times. At 5 cmc, Pyromancer's Goggles is too expensive to consider ramp, but is just dandy for copying spells.
I have other means to reuse/copy spells in the deck, but the Goggles promises to be the most reliable - or the most reliably killed, depending on how the game goes. Increasing Vengeance, Wild Ricochet, Dualcaster Mage, and Radiant Performer all provide alternate means to copy spells. Backdraft Hellkite is in the deck to provide a hint of recursion, for even more copies.
(My dream play is flashing in Radiant Performer in response to the Chaos Warp that is also in the 99).
There are other spells in the deck that I look forward to copying, notably Volcanic Offering, Mana Geyser, Seething Song, and Beacon of Destruction.
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Drawing cards is difficult for monored, yet it is crucial for a burn deck. My most reliable source of draw is Skullclamp. To support it, the deck includes Kher Keep, Krenko, and both Squees. Skullclamp is backed up by Reforge the Soul, Knollspine Dragon, Electric Revelation, and Monarch.
Some indirect support lies in Etali, Hoarding Dragon, and Sunbird's Invocation. In theory, an opposing draw spell can be copied or redirected, as well.
There are no other draw spells in the deck for two reasons. First, I am simply not a fan of red's 'exile and cast this turn' nor 'discarding to draw'. Second, the Ohio group uses a houserule where a player can eschew a draw to reveal cards from the library top until a land is revealed, with the nonlands randomly shuffled and moved to the bottom of the deck. So fewer support spells for more business spells.
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