This deck focuses on dealing as much damage with the General, and other creatures as is possible to the opponent in as short a time as is possible.
The basic synergies in the deck all revolve around getting cards into and out of the graveyard, and keeping some simblance of a field presence all the while preventing the opponent from developing one.
So far the match up that seems to be the worst for this deck is those that have a great deal more recursion than this deck does removal. However the deck is capable of coming back on its own. Other weaknesses I have noted is that it is vulnerable to milling decks, especially the Oona, Queen of the Fae variety. On the other hand the deck has enough recursion and other similar effects that it seems to have a fair to decent shot against most forms of control, this being because it can out number the counterspells when it comes to threats, thanks to having 15 total recursion cards.
My biggest concern for the deck at all times is whether I have enough lands at the moment, or if it has the right consistency for its mana base. But overall it seems to be doing fine.
I am currently toying with the idea of removing Visara the Dreadful for Dread on a friends advice, but am not sure if I like the idea of removing a targeted creature removal in favor of a card that is purely a beatstick saving for the fact that it is possible for it to be able to reshuffle into my library when it is put into my graveyard. This will give me more resiliancy against mill decks, in the form of giving me an extra turn. However it comes at the cost of more control in picking what I destroy of my opponents creatures.
Card names in parenthesis are the cards that are currently in those slots. Cards next to them, are the cards that I am planning to replace those cards with.
Din of the Fireherd seems like it would fit into this deck nicely. Perhaps replacing the Browbeat, because as I said in your Sedris thread, it just isn't very good in a game where you have multiple opponents with plenty of life. Also, a good dual land for this deck that you can probably get cheaply is Tainted Peak.
Din of the Fireherd seems like it would fit into this deck nicely. Perhaps replacing the Browbeat, because as I said in your Sedris thread, it just isn't very good in a game where you have multiple opponents with plenty of life. Also, a good dual land for this deck that you can probably get cheaply is Tainted Peak.
Din of the Fireherd does indeed sound interesting, I will definitely have to consider it.
As far as Tainted Peak goes, I would rather avoid adding unnecessary lands to the deck, as the deck does have two non-basic land disruption spells... so having too much non-basic lands, is kind of counter-productive.
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
Vicious Shadows! seems like a no-brainer. All thier dudes die, and you gank someone in the process.
hmmm, it seems interesting, I will have to consider it.... given the fact that it is an enchantment, that makes it worlds better, as that makes the card far superior to an instant... no nevermind the fact that, it triggers for each creature, I think... so yeah... good?
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
An enchantment you might want to consider is Anthem of Rakdos. Seems like that could be good when your general's own ability basically turns itself into a 16/6. I also like how it interacts with Rakdos Pit Dragon. Unblocked Rakdos Pit Dragon + RRRRR = kill. Quadruple damage is fun.
An enchantment you might want to consider is Anthem of Rakdos. Seems like that could be good when your general's own ability basically turns itself into a 16/6. I also like how it interacts with Rakdos Pit Dragon. Unblocked Rakdos Pit Dragon + RRRRR = kill. Quadruple damage is fun.
yeah I might invest in Anthem of Rakdos before I invest in Din of the Fireherd or Vicious Shadows, but that is just my opinion, the card seems incredible. And it fits better with my theme than either of the other two cards do truth be told. Though Vicious Shadows is an interesting card, I might have to try to find room for both of those cards, though I am not at all sure what to take out for the Vicious Shadows....
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
Maybe trade the Traitor's Clutch for a Filth, your already running the Urborg-tomb, seems like perma swampwalk > 1-2 shots of fear on 1 critter.
I do like that idea, it would definitely be a more permanent method of dealing with blockers, and it also has the benefit of affecting ALL of my creatures definitely an interesting possibility....
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
Then there's Squee. You can get him back to hand to fuel the next Malfegor if the first one dies.
I like the idea of Fiery Temper, and Reckless Wurm (possibly running the Wurm over one of the Phoenix's).
Thunderblade Charge is essentially a worse Hammer of Bogardan, so I won't be using that.
As far as Squee goes, I think the deck currently WANTS to have no cards in hand, so I think I am going to pass on that card as well. But then again I may change my mind at a later date....
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
Also, note that Squee's ability is a you may, allowing you to return it only when you need a recurring blocker, or recurring discard for some kind of effect.
Also, note that Squee's ability is a you may, allowing you to return it only when you need a recurring blocker, or recurring discard for some kind of effect.
this is very true. I will consider him. The thing is, the only card I can see myself removing for Squee is Stinkweed Imp, and I am not sure that is a good choice.
I have modified the cuts and additions list. I have come to the conclusion with the assistance of CaptShetz, that Madness effects are for the most part too expensive (with the possible exception of the Madness card that costs 0 mana to play when played through discarding) to play when I am paying 6+ mana for my general who is the primary method of discarding my hand.
I have additionally come to the conclusion with the assistance of CaptShetz, that Squee, the Goblin Nabob is probably a little less capable of being abused in this deck than are the Phoenix's. However if someone has a counterargument for why I should run Squee over the Phoenix's whom I can potentially abuse multiple times in a given turn, or whatever I need, then feel free to explain.
Finally, when it comes to Vicious Shadows it was decided between me and CaptShetz that the card is just terrible when compared to the Dingus Staff. Though the Dingus Staff punishes me just as much as it does an opponent, ideally I will be causing it to punish opponents far more effectively than I will be causing it to punish myself. So we shall see. There may still be a chance for me to put Vicious Shadows back into the deck but for now I want to focus on Dingus Staff.
As for Syphon Mind, it looks interesting, but I think I already have enough stuff in the deck to make it quite a bit more powerful than my previous deck is.
EDIT: So yeah, the New Divine vs. Demonic Deck just handed me both a Alt Art Stinkweed Imp and an Alt Art Demonic Tutor... Me ist happy
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
And for the record, I think Dingus Staff is better than Vicious Shadows, but I think that slot can also be devoted to something else.
Okay I decided on Gratuitous Violence instead of Anthem of Rakdos, and on Dark Suspicion instead of Dingus Staff or Vicious Shadows. Seeing as how I will be hellbent most of the time or with very few cards in hand after playing Malfegor, Dark Suspicion seems to be a very good choice as opposed to Vicious Shadows or Dingus Staff. Plus it doesn't hurt me in any way.
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
Thunderblade Charge is actually much better than Hammer of Bogardan. You just have to look closely at it. Hammer costs RRR2 to return, but then you have to pay RR1 to cast it. With the Charge you only have to pay RRR2 to play it from your graveyard. It seems unlikely that you will be hurting for combat damage since you have a 6/6 flying that just wiped his creatures away.
So in essence you net yourself RR1 every time you cast the charge over the hammer.
Its your deck in either case, but I'm sure the charge nets you more options. In the worst case, why not play both. Seems like you can't have enough graveyard stuff.
Thunderblade Charge is actually much better than Hammer of Bogardan. You just have to look closely at it. Hammer costs RRR2 to return, but then you have to pay RR1 to cast it. With the Charge you only have to pay RRR2 to play it from your graveyard. It seems unlikely that you will be hurting for combat damage since you have a 6/6 flying that just wiped his creatures away.
So in essence you net yourself RR1 every time you cast the charge over the hammer.
Its your deck in either case, but I'm sure the charge nets you more options. In the worst case, why not play both. Seems like you can't have enough graveyard stuff.
yes, but the difference is the Hammer returns to my hand when I pay its cost, which is crucial to this decks strategy. As a card returned to my hand, means that I have another card to pitch to Malfegor when I finally do decide to play him again, assuming my opponents are able to destroy him at least once after I first cast him. Which is one reason I prefer the Hammer over the Thunderblade
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
Dark Suspicions, says kill me now to every opponent at the table, while Vicious Shadows, while a bit more expensive to cast, allows you to equalize life totals or possibly outright kill someone after a wrath effect, or playing your general. Alas it's all personal preference.
Dark Suspicions, says kill me now to every opponent at the table, while Vicious Shadows, while a bit more expensive to cast, allows you to equalize life totals or possibly outright kill someone after a wrath effect, or playing your general. Alas it's all personal preference.
I suppose.... though over the course of the game Dark Suspicions can potentially do more damage. Granted I do like Vicious Shadows. I will have to give both a try and see which I like more. It all depends on the situation.
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
Not to mention that Vicious Shadows costing "a little more" than Dark Suspicions is pretty funny, considering the difference is from 4 to 7 mana. Rout at instant speed costs "a little more" than Damnation, too.
Dark Suspicions and Vicious Shadows punish the same thing: having lots of cards in hand. Dark Suspicions does it every turn. Vicious Shadows does it every sweeper, and all in one bang, for almost twice the cost. Both are enabled by Malfegor.
But in the end, are either a good choice for this deck?
I am planning on the alternate combo with Entropic Eidolon of Pyre Zombie.
I have also included a mana curve chart in the opening post for those who are interested.
I have made some modifications since my last post on this thread (which was on the 7th, thought I would mention that since I just deleted and reposted it above the line in this post). The deck is now running Nezumi Graverobber instead of Ichorid. I am also trying to figure out a place to fit in a Terminate into the deck, seeing as how I want the deck to be able to have at least one instant speed removal spell that can deal with a problematic threat if it can't get its removal creatures online in time. Other than that, I think the deck is doing pretty well.
I would run cards like Yawgmoth's Will and Necropotence, except about half of the sorceries in this deck already flash back from the grave, and Necropotence has a huge anti-synergy with Malfegor that I just do not like in this deck.
I just discovered an awesome card that I would like to incorporate into my EDH Malfegor deck once Alara Reborn is released. I think the card has a lot of potential. I will give what the card does in spoilers, but the cards name is as follows: Lightning Reaver
the card does the following:
Lightning Reaver 3BR
Creature - Zombie Beast
Rare
Fear, haste
Whenever Lightning Reaver deals combat damage to a player, put a charge counter on it.
At the end of your turn, Lightning Reaver deals damage equal to the number of charge counters on it to each opponent.
I think this card is potentially very abusable. Unfortunately I am unsure where to fit the card into my EDH deck. The only card that is even remotely similar to the Lightning Reaver is the Rakdos Pit Dragon, and I can think of at least a few ways in which the Rakdos Pit Dragon is better. However there is also the Viscera Dragger that could potentially be a card to take out, but I kind of like that card as well. I don't know what to take out.
Capt Shetz talked me into giving Necropotence a try in this deck. However I am not entirely sold on the card. As the card is just too anti-synergetic with this deck. However he is right about one thing. If the card lands, I should be able to win, regardless of what happens. The card is just that good. So I am going to give it a shot and see what happens.
Additionally CaptShetz talked me into giving Crucible of Worlds a try. So I am going to see about running that.
The basic synergies in the deck all revolve around getting cards into and out of the graveyard, and keeping some simblance of a field presence all the while preventing the opponent from developing one.
So far the match up that seems to be the worst for this deck is those that have a great deal more recursion than this deck does removal. However the deck is capable of coming back on its own. Other weaknesses I have noted is that it is vulnerable to milling decks, especially the Oona, Queen of the Fae variety. On the other hand the deck has enough recursion and other similar effects that it seems to have a fair to decent shot against most forms of control, this being because it can out number the counterspells when it comes to threats, thanks to having 15 total recursion cards.
My biggest concern for the deck at all times is whether I have enough lands at the moment, or if it has the right consistency for its mana base. But overall it seems to be doing fine.
I am currently toying with the idea of removing Visara the Dreadful for Dread on a friends advice, but am not sure if I like the idea of removing a targeted creature removal in favor of a card that is purely a beatstick saving for the fact that it is possible for it to be able to reshuffle into my library when it is put into my graveyard. This will give me more resiliancy against mill decks, in the form of giving me an extra turn. However it comes at the cost of more control in picking what I destroy of my opponents creatures.
Card names in parenthesis are the cards that are currently in those slots. Cards next to them, are the cards that I am planning to replace those cards with.
00 Malfegor
Legendary Creatures:
01 Balthor the Defiled
02 Ink-Eyes, Servant of Oni
03 Myojin of Night's Reach
Other Creatures:
04 Anger
05 Avatar of Woe
06 Bogardan Hellkite
07 Detritivore
08 Doomed Necromancer
09 Dread
10 Filth
11 Gravedigger
12 Greater Gargadon
13 Hell's Caretaker (Viashino Heretic)
14 Jagged Poppet
15 Magma Phoenix
16 Magus of the Moon
17 Nether Traitor
18 Nezumi Graverobber
19 Puppeteer Clique (Rise from the Grave)
20 Pyre Zombie
21 Rakdos Pit Dragon
22 Reiver Demon
23 Shard Phoenix
24 Siege-Gang Commander (Mogg War Marshal)
25 Skarrgan Firebird
26 Stinkweed Imp
Enchantments:
27 Grave Pact
28 Necropotence
29 Oversold Cemetary
30 Phyrexian Arena
31 Vicious Shadows
Instants:
32 Terminate
33 Vampiric Tutor (Demonic Collusions)
34 Boom/Bust
35 Call to the Netherworld
36 Damnation
37 Demonfire
38 Demonic Tutor
39 Diabolic Tutor
40 Dread Return
41 Hammer of Bogardan
42 Mind Twist
43 Ruination
44 Recoup
45 Wheel of Fortune
46 Yawgmoth's Will
Planeswalkers:
47 Chandra Nalaar
48 Liliana Vess
Legendary Artifact - Equipment:
49 Umezawa's Jitte
Artifacts - Equipment:
50 Lightning Greaves (Whispersilk Cloak)
51 Loxodon Warhammer (Terror)
52 Sword of Light and Shadow
53 Sword of Fire and Ice (Demonspine Whip)
Artifacts:
54 Coalition Relic (Icy Manipulator)
55 Crucible of Worlds
56 Gilded Lotus
57 Nevinyrral's Disk
58 Oblivion Stone (Powder Keg)
59 Rakdos Signet
60 Scroll Rack
61 Sensei's Divining Top
62 Sol Ring (Mind Stone)
Basic Lands:
63 Snow-Covered Mountain
64 Snow-Covered Mountain
65 Snow-Covered Mountain
66 Snow-Covered Mountain
67 Snow-Covered Mountain
68 Snow-Covered Mountain
69 Snow-Covered Mountain
70 Snow-Covered Mountain
71 Snow-Covered Mountain
72 Snow-Covered Swamp
73 Snow-Covered Swamp
74 Snow-Covered Swamp
75 Snow-Covered Swamp
76 Snow-Covered Swamp
77 Snow-Covered Swamp
78 Snow-Covered Swamp
79 Snow-Covered Swamp
80 Snow-Covered Swamp
81 Snow-Covered Swamp
82 Snow-Covered Swamp
83 Snow-Covered Swamp
84 Snow-Covered Swamp
85 Mouth of Ronom
86 Scrying Sheets
87 Tresserhorn Sinks
Legendary Lands:
88 Shinka, the Bloodsoaked Keep
89 Shivan Gorge
90 Shizo, Death's Storehouse
91 Urborg, Tomb of Yawgmoth
92 Volrath's Stronghold (S.C. Mountain)
Non-Basic Lands:
93 Badlands (S.C. Mountain)
94 Blood Crypt
95 Bloodstained Mire (terramorphic expanse)
96 Polluted Delta (Grixis Panorama)
97 Strip Mine
98 Unstable Shoal (Jund Panorama)
99 Wasteland (Ghost Quarter)
Din of the Fireherd does indeed sound interesting, I will definitely have to consider it.
As far as Tainted Peak goes, I would rather avoid adding unnecessary lands to the deck, as the deck does have two non-basic land disruption spells... so having too much non-basic lands, is kind of counter-productive.
hmmm, it seems interesting, I will have to consider it.... given the fact that it is an enchantment, that makes it worlds better, as that makes the card far superior to an instant... no nevermind the fact that, it triggers for each creature, I think... so yeah... good?
yeah I might invest in Anthem of Rakdos before I invest in Din of the Fireherd or Vicious Shadows, but that is just my opinion, the card seems incredible. And it fits better with my theme than either of the other two cards do truth be told. Though Vicious Shadows is an interesting card, I might have to try to find room for both of those cards, though I am not at all sure what to take out for the Vicious Shadows....
I do like that idea, it would definitely be a more permanent method of dealing with blockers, and it also has the benefit of affecting ALL of my creatures definitely an interesting possibility....
yeah that is definitely better in 1v1 and this deck is a multi-player deck.... so yeah not likely to find a place in the deck.
Also I have made the adjustments to the deck that have been suggested in this thread....
Also, have you considered madness spells like Fiery Temper and Reckless Wurm?
Then there's Squee. You can get him back to hand to fuel the next Malfegor if the first one dies.
I like the idea of Fiery Temper, and Reckless Wurm (possibly running the Wurm over one of the Phoenix's).
Thunderblade Charge is essentially a worse Hammer of Bogardan, so I won't be using that.
As far as Squee goes, I think the deck currently WANTS to have no cards in hand, so I think I am going to pass on that card as well. But then again I may change my mind at a later date....
Legacy: WUB Doomsday
Standard: WUB Reanimator
this is very true. I will consider him. The thing is, the only card I can see myself removing for Squee is Stinkweed Imp, and I am not sure that is a good choice.
I have additionally come to the conclusion with the assistance of CaptShetz, that Squee, the Goblin Nabob is probably a little less capable of being abused in this deck than are the Phoenix's. However if someone has a counterargument for why I should run Squee over the Phoenix's whom I can potentially abuse multiple times in a given turn, or whatever I need, then feel free to explain.
Finally, when it comes to Vicious Shadows it was decided between me and CaptShetz that the card is just terrible when compared to the Dingus Staff. Though the Dingus Staff punishes me just as much as it does an opponent, ideally I will be causing it to punish opponents far more effectively than I will be causing it to punish myself. So we shall see. There may still be a chance for me to put Vicious Shadows back into the deck but for now I want to focus on Dingus Staff.
As for Syphon Mind, it looks interesting, but I think I already have enough stuff in the deck to make it quite a bit more powerful than my previous deck is.
EDIT: So yeah, the New Divine vs. Demonic Deck just handed me both a Alt Art Stinkweed Imp and an Alt Art Demonic Tutor... Me ist happy
And for the record, I think Dingus Staff is better than Vicious Shadows, but I think that slot can also be devoted to something else.
Sic Gorgiamus Allos Subjectatos Nunc
Okay I decided on Gratuitous Violence instead of Anthem of Rakdos, and on Dark Suspicion instead of Dingus Staff or Vicious Shadows. Seeing as how I will be hellbent most of the time or with very few cards in hand after playing Malfegor, Dark Suspicion seems to be a very good choice as opposed to Vicious Shadows or Dingus Staff. Plus it doesn't hurt me in any way.
So in essence you net yourself RR1 every time you cast the charge over the hammer.
Its your deck in either case, but I'm sure the charge nets you more options. In the worst case, why not play both. Seems like you can't have enough graveyard stuff.
yes, but the difference is the Hammer returns to my hand when I pay its cost, which is crucial to this decks strategy. As a card returned to my hand, means that I have another card to pitch to Malfegor when I finally do decide to play him again, assuming my opponents are able to destroy him at least once after I first cast him. Which is one reason I prefer the Hammer over the Thunderblade
I suppose.... though over the course of the game Dark Suspicions can potentially do more damage. Granted I do like Vicious Shadows. I will have to give both a try and see which I like more. It all depends on the situation.
Not to mention that Vicious Shadows costing "a little more" than Dark Suspicions is pretty funny, considering the difference is from 4 to 7 mana. Rout at instant speed costs "a little more" than Damnation, too.
Dark Suspicions and Vicious Shadows punish the same thing: having lots of cards in hand. Dark Suspicions does it every turn. Vicious Shadows does it every sweeper, and all in one bang, for almost twice the cost. Both are enabled by Malfegor.
But in the end, are either a good choice for this deck?
Sic Gorgiamus Allos Subjectatos Nunc
I am planning on the alternate combo with Entropic Eidolon of Pyre Zombie.
I have also included a mana curve chart in the opening post for those who are interested.
I would run cards like Yawgmoth's Will and Necropotence, except about half of the sorceries in this deck already flash back from the grave, and Necropotence has a huge anti-synergy with Malfegor that I just do not like in this deck.
the card does the following:
Creature - Zombie Beast
Rare
Fear, haste
Whenever Lightning Reaver deals combat damage to a player, put a charge counter on it.
At the end of your turn, Lightning Reaver deals damage equal to the number of charge counters on it to each opponent.
Additionally CaptShetz talked me into giving Crucible of Worlds a try. So I am going to see about running that.
the following are the changes he suggested:
-1 Promise to Power
-1 Ancient Craving
Tentative Addition:
+1 Necropotence
+1 Crucible of Worlds