Probably should add some sort of sweeper, slagstorm perhaps.
My logic for everything
Core: obviously we need this
GFTT: Without any blockers, having some way to deal with threats is necessary.
Geth's Verdict: Instant speed creature sac + it can set off our combo if we need it to
Tezz's Gambit: Some nice cheap draw + proliferate for Ascension
Tresspassing Souleater: 2 unblockable damage can set off our combo or give ascension a counter
Burn: All of these do two or more damage, searing blaze provides creature control, and volt charge proliferates for our ascension.
Gut Shot seems like it might have potential. Any thoughts.
Has potential, although a single leyline of sanctity would hose the deck pretty hard unless you intend to Slagstorm yourself and the opponent to trigger the Ascension.
Needs some way to get rid of that pesky leyline. Otherwise, looks like an interesting B/R control deck.
I actually already play a :symu::symb: bloodchief ascension deck that does fairly well. Although with Mindcrank, I may change it up a little bit. As is, it uses tons of card draw and Jace's Erasure for mill.
EDIT: Actually, Mindcrank would go better in a :symb::symr: version of a Bloodchief Ascension build. Toss in Volt Charge and you're pretty set. As long as you can get 1 counter on the Bloodchief's Ascension, and since you're playing red it shouldn't be hard, Volt Charge gets it to 3.
EDIT: Okay, tested it a bit, and a red black version with Staggershocks, Slagstorms, Volt Charges, Lightning Bolts, Goblin Guides, Perilous Myrs, and possibly Furnace Scamps is working really well. I have 4 Sign in Bloods in the deck, 3 Tezzeret's Gambits, 2 Diabolic Tutors, and either Liliana or Sarkhan the Mad, not sure which one yet, probably gonna end up going with Liliana. Apart from that, it has 4 Ascensions and 4 Mindcranks.
Yeah really the problem with BCA was that you'd have to build a aggressive red/black version to be competitive, and it was tested a lot when Zen first arrived (we have that great red card that forced discard/draw for one R in M10)... and then by the time we figured it out we just ended up playing mono red because it was less "cute" and won games before we could even get BCA online.
Yeah really the problem with BCA was that you'd have to build a aggressive red/black version to be competitive, and it was tested a lot when Zen first arrived (we have that great red card that forced discard/draw for one R in M10)... and then by the time we figured it out we just ended up playing mono red because it was less "cute" and won games before we could even get BCA online.
I do love this combo however.
exactly. if you're going to play burn...might as well play only that.
personally if you'd go that route, it would be best to be U/B, with sign in blood.
This way, you can bounce pesky things that harass you, you can dig for the two card combo as well.
Now you just need something to tutor up the pieces, wich can be tricky. Also, BCA in any other turn than the 1st is pretty bad, just like Quest for the Holy Relic for that W aggro deck.
Now you just need something to tutor up the pieces, wich can be tricky. Also, BCA in any other turn than the 1st is pretty bad, just like Quest for the Holy Relic for that W aggro deck.
I've been trying to develop a monoblack version, using Duress, IoK, Liliana's Specter, Vampire Lacerator, etc. Still has Sign in Blood and Tezz's Gambit. Haven't gotten to test it yet though.
I'd add Preordain and Jace, or else you aren't going to be finding your combo consistently enough. The deck has no other ways to win, so you NEED to find this combo as fast as possible. Gitaxian Probe might even be worth using.
Just realized Bloodchief triggers the second they pay a Phybrid cost with life; this can quickly poke holes in a few strategies. I pioneered Burnchief Ascension for the longest time back in the day, I think this combo is just what we need to get back into the game!
This gives us 13 sources of Blue, 12 sources of Red, and 14 sources of Black, minimizing color screw potential. 4 Preordain, 4 Gitaxian Probe, 3 Sign in Blood, and 7 fetches mean this deck is THIN. Foresee shows up as a singleton to give us a deep dig if we need it (we should be able to find whatever we need going 6 cards down). Fetches also mean that if we can shuffle at will, meaning that Jace's Fate Seal doesn't keep us off combo pieces.
Priest of Urabrask might seem kinda weird but he A.) has 2 power, and thus can trigger ascension, and B.) is essentially 0-costing, meaning we can throw out a burn spell the same turn we play him: talk about efficient!
The only issue I see us facing is aggro. We are already dealing some significant damage to ourselves, seeing as 1 Probe plus 1 Sign plus 1 fetch = 5 life lost, potentially on turn 2. I don't think the lifegain from Ascension will be able to backpedal us in time, hence Nighthawk, Batterskull, and Wurmcoil. These guys should buy us enough time vs heavy aggressive strategies to find the combo pieces before we kill ourselves; Wurmcoil is also an alt. win con on his own, he is that awesome.
Vs control, we should have no problem, since our combo isn't easily disrupted. 1- and 2-costing pieces mean we have Spell Pierce backup turn 4, and Leak backup turn 5. Wurmcoil Engine can race Baneslayer no problem, and Sworded Hawks? F'get abaaht em. We should have a fairly empty hand by the time they start Feasting on us, since we vomit all our cards out in the first few turns and then go topdeck mode turn 4-ish, with draw spells digging/replacing themselves, and then as soon as we topdeck the Mindcrank we drop it and go off, since 1 damage with Ascension/Crank on the board is all it takes. We swing out with 4 guys, they have 3, we go off. Also, burn to the face will do the trick, as will them playing any type of non-permanent spell. Burn forces the game in our favor, since even if they counter it, the counter hits the grave, and that triggers Bloodchief and we combo off.
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1. Bloodchief Ascension needs cards that can deal at least 2 damage to your opponent preferably at instant speed so you can get it online faster.
2. You will also need a way to get a card into you opponents graveyard once the combo is assembled but you only need to do this once so you it isn't as essential as getting the 2 damage sources.
3. You need ways to protect your combo, counter magic basically.
4. You need ways to search for various parts of your combo: Bloodchief Ascension, Mind Crank, Spells that deal at least 2 damage, spells that put something in their graveyard and spell that protect your combo.
You might wanna add some archive trap somewhere... don't you?
Just a thought.
That would definitely win the game with an active Ascension, but it doesn't do much on it's own. It will have to be saved until ascension is online, mindcrank can be dropped early if the opponent bears at us with sworded hawks for a discard.
1. Bloodchief Ascension needs cards that can deal at least 2 damage to your opponent preferably at instant speed so you can get it online faster.
2. You will also need a way to get a card into you opponents graveyard once the combo is assembled but you only need to do this once so you it isn't as essential as getting the 2 damage sources.
3. You need ways to protect your combo, counter magic basically.
4. You need ways to search for various parts of your combo: Bloodchief Ascension, Mind Crank, Spells that deal at least 2 damage, spells that put something in their graveyard and spell that protect your combo.
- Bloodchief Ascension
- Mindcrank
(Whenever an opponent loses life, that player puts that many cards from top of library into graveyard)As you can see, with Ascenion active, any form of damage would result in victory.
Here's a bit of what I'm thinking
4 Bloodchief Ascension
4 Mind Crank
Creature Control
4 GFTT
4 Geth's Verdict
4 Tezzeret's Gambit
1 Tresspassing Souleater
Burn
4 Searing Blaze
4 Volt Charge
4 Lightning Bolt
4 Burst Lightning
Probably should add some sort of sweeper, slagstorm perhaps.
My logic for everything
Core: obviously we need this
GFTT: Without any blockers, having some way to deal with threats is necessary.
Geth's Verdict: Instant speed creature sac + it can set off our combo if we need it to
Tezz's Gambit: Some nice cheap draw + proliferate for Ascension
Tresspassing Souleater: 2 unblockable damage can set off our combo or give ascension a counter
Burn: All of these do two or more damage, searing blaze provides creature control, and volt charge proliferates for our ascension.
Gut Shot seems like it might have potential. Any thoughts.
Needs some way to get rid of that pesky leyline. Otherwise, looks like an interesting B/R control deck.
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Colorless disenchant? Did I miss that?
Mulligan!
No really, I don't know. Combo decks are tricky like that without tutors
EDIT: Actually, Mindcrank would go better in a :symb::symr: version of a Bloodchief Ascension build. Toss in Volt Charge and you're pretty set. As long as you can get 1 counter on the Bloodchief's Ascension, and since you're playing red it shouldn't be hard, Volt Charge gets it to 3.
EDIT: Okay, tested it a bit, and a red black version with Staggershocks, Slagstorms, Volt Charges, Lightning Bolts, Goblin Guides, Perilous Myrs, and possibly Furnace Scamps is working really well. I have 4 Sign in Bloods in the deck, 3 Tezzeret's Gambits, 2 Diabolic Tutors, and either Liliana or Sarkhan the Mad, not sure which one yet, probably gonna end up going with Liliana. Apart from that, it has 4 Ascensions and 4 Mindcranks.
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Claims:
The kicker variant in WWK will be "Kicker without a kicked effect." - proven wrong Jan 2010 : 2 wrongs
Decks:
:symu::symb: Bloodchief Ascension - Modern
:symb::symr: Rakdos, the Defiler - EDH
:symu::symb::symw: Sharuum the Hegemon - EDH
:symw::symu::symb: Zur the Enchanter - EDH
Mental Misstep destroys us though, ugh.
There is not one.
I do love this combo however.
exactly. if you're going to play burn...might as well play only that.
personally if you'd go that route, it would be best to be U/B, with sign in blood.
This way, you can bounce pesky things that harass you, you can dig for the two card combo as well.
I like Turtles
Red
Volt Charge
Lightning Bolt / Galvanic Blast
Slagstorm / Pyroclasm
Blue
Tezzeret's Gambit
Mental Misstep
Jace the Mindsculptor
Black
Bloodchief Ascension
Despise
Psychological Surgery
Colorless
Everflowing Chalice
Tumble Magnet
Sphere of Suns
Multicolor
Tezzeret, Agent of Bolas
That isn't all of them but I think it may make a good shell. Can be tuned towards discard or mill or just Drain and Gain artifact control.
Athiesh, Ender of Threads
Now you just need something to tutor up the pieces, wich can be tricky. Also, BCA in any other turn than the 1st is pretty bad, just like Quest for the Holy Relic for that W aggro deck.
Now you just need something to tutor up the pieces, wich can be tricky. Also, BCA in any other turn than the 1st is pretty bad, just like Quest for the Holy Relic for that W aggro deck.
My art blog
Claims:
The kicker variant in WWK will be "Kicker without a kicked effect." - proven wrong Jan 2010 : 2 wrongs
Decks:
:symu::symb: Bloodchief Ascension - Modern
:symb::symr: Rakdos, the Defiler - EDH
:symu::symb::symw: Sharuum the Hegemon - EDH
:symw::symu::symb: Zur the Enchanter - EDH
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2x Goblin Guide
2x Batterskull
2x Vampire Nighthawk
1x Wurmcoil Engine
3x Priest of Urabrask
Spells - 26
3x Staggershock
3x Volt Charge
4x Bloodchief Ascension
3x Sign in Blood
4x Gitaxian Probe
4x Preordain
1x Foresee
4x Mindcrank
4x Scalding Tarn
1x Misty Rainforest
1x Arid Mesa
1x Marsh Flats
2x Creeping Tar Pit
2x Lavaclaw Reaches
3x Blackcleave Cliffs
3x Darkslick Shores
3x Island
2x Mountain
1x Piranha Marsh
2x Swamp
4x Dispel
4x Pyroclasm
3x Memoricide
4x Vampire Hexmage
This gives us 13 sources of Blue, 12 sources of Red, and 14 sources of Black, minimizing color screw potential. 4 Preordain, 4 Gitaxian Probe, 3 Sign in Blood, and 7 fetches mean this deck is THIN. Foresee shows up as a singleton to give us a deep dig if we need it (we should be able to find whatever we need going 6 cards down). Fetches also mean that if we can shuffle at will, meaning that Jace's Fate Seal doesn't keep us off combo pieces.
Priest of Urabrask might seem kinda weird but he A.) has 2 power, and thus can trigger ascension, and B.) is essentially 0-costing, meaning we can throw out a burn spell the same turn we play him: talk about efficient!
The only issue I see us facing is aggro. We are already dealing some significant damage to ourselves, seeing as 1 Probe plus 1 Sign plus 1 fetch = 5 life lost, potentially on turn 2. I don't think the lifegain from Ascension will be able to backpedal us in time, hence Nighthawk, Batterskull, and Wurmcoil. These guys should buy us enough time vs heavy aggressive strategies to find the combo pieces before we kill ourselves; Wurmcoil is also an alt. win con on his own, he is that awesome.
Vs control, we should have no problem, since our combo isn't easily disrupted. 1- and 2-costing pieces mean we have Spell Pierce backup turn 4, and Leak backup turn 5. Wurmcoil Engine can race Baneslayer no problem, and Sworded Hawks? F'get abaaht em. We should have a fairly empty hand by the time they start Feasting on us, since we vomit all our cards out in the first few turns and then go topdeck mode turn 4-ish, with draw spells digging/replacing themselves, and then as soon as we topdeck the Mindcrank we drop it and go off, since 1 damage with Ascension/Crank on the board is all it takes. We swing out with 4 guys, they have 3, we go off. Also, burn to the face will do the trick, as will them playing any type of non-permanent spell. Burn forces the game in our favor, since even if they counter it, the counter hits the grave, and that triggers Bloodchief and we combo off.
[MANA]UB[/MANA] Draw, Go BU
GULorthodonUG
RBGNext Level JundGBR
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2. You will also need a way to get a card into you opponents graveyard once the combo is assembled but you only need to do this once so you it isn't as essential as getting the 2 damage sources.
3. You need ways to protect your combo, counter magic basically.
4. You need ways to search for various parts of your combo: Bloodchief Ascension, Mind Crank, Spells that deal at least 2 damage, spells that put something in their graveyard and spell that protect your combo.
Deck list:
4 Mindcrank
4 Jace the mind Sculptor (#4)
4 Sign in blood (#1 and #4)
4 Preordain (#4)
4 Manaleak (#3)
2 Spellpierce / turn aside (#3)
4 Lightning bolt (#1 & #2)
4 Volt Charge (#1 & #2)
8 Man lands
4 Terramorphic expanse
12 Duals and other land
That would definitely win the game with an active Ascension, but it doesn't do much on it's own. It will have to be saved until ascension is online, mindcrank can be dropped early if the opponent bears at us with sworded hawks for a discard.
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2. You will also need a way to get a card into you opponents graveyard once the combo is assembled but you only need to do this once so you it isn't as essential as getting the 2 damage sources.
3. You need ways to protect your combo, counter magic basically.
4. You need ways to search for various parts of your combo: Bloodchief Ascension, Mind Crank, Spells that deal at least 2 damage, spells that put something in their graveyard and spell that protect your combo.
Deck list:
4 Mindcrank
4 Jace the mind Sculptor (#4)
4 Sign in blood (#1 and #4)
4 Preordain (#4)
4 Manaleak (#3)
2 Spellpierce / turn aside (#3)
4 Lightning bolt (#1 & #2)
4 Volt Charge (#1 & #2)
8 Man lands
4 Terramorphic expanse
12 Duals and other land