i know a rock version of cloud is currently played, but what about a cloud deck running Bloodchief Ascension? i didn't notice it in the current cloud primer so i figured i'd bring it up here. even though death cloud doesn't have the super awesome Nether Spirit or Cursed Scroll to work with, there are still other options like The Rack, cloud itself, and even Sorin Markov work with it. there's still Syphon Life and Bloodghast.
once it's active, a moderate-sized cloud will essentially end the game. not only that, but you can counteract the negative effect that cloud has on your life total allowing you to better stabilize after conjuring a brew of airborne toxins.
i don't have much experience with modern, but is this playable enough to merit testing?
Not really playable, by turn 3-4 you really have to have a significant board presence, or being doing something inherently broken that will just outright win you the game. I could be wrong, but that is what I gather from looking at what you posted. RDW will have you dead before you can get to Death Cloud mana that will matter, and Rack is a really slow clock.
Well let me add that Radkos-RDW and RDW itself are probably the strongest non-combo decks in the format. Even the Tempo decks have a difficult time without dedicating slots in the board to specifically fight those two. Jund uses Goyf and Finks to hold them off, but basically you have to be able to hold those two off or you will never make it through the first few rounds. The Junk list I just looked at seems to run 4xFinks to fight those two, so you get the idea about Modern. If you can't beat aggro, you aren't going very far.
You can only put a counter on it during end steps AND only if you jumped through a hoop, making it both a terrible topdeck, and a dead card if you don't have anything that triggers it.
As the defacto Death Cloud champion of these forums, you need the green. I know that Thragtusk has made the deck much better. I would rather have a couple of solid beaters with disruption to go with my Cloud. Also the strength of cloud decks is the ramp. If I can do something bigger on my turn then I will have the time to set-up a Cloud.
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In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
As the defacto Death Cloud champion of these forums, you need the green. I know that Thragtusk has made the deck much better. I would rather have a couple of solid beaters with disruption to go with my Cloud. Also the strength of cloud decks is the ramp. If I can do something bigger on my turn then I will have the time to set-up a Cloud.
yeah the lack of dark ritual and the better mox tied in with the fact that cloud is inherently difficult to cast made me feel like this is too difficult to perform now. i know people think it's "win-more", but you need some way of winning post-cloud. it's easy to say "you should just win" but oftentimes in more traditional shells (like legacy pox or something) you find yourself sitting there waiting to recover faster than the opponent.
i think though that you are right and that green not only offers better post-cloud win conditions but that you have to run it for the acceleration anyways so you might as well go green since any consistency you get by running black isn't worth the cost of not running green.
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i know a rock version of cloud is currently played, but what about a cloud deck running Bloodchief Ascension? i didn't notice it in the current cloud primer so i figured i'd bring it up here. even though death cloud doesn't have the super awesome Nether Spirit or Cursed Scroll to work with, there are still other options like The Rack, cloud itself, and even Sorin Markov work with it. there's still Syphon Life and Bloodghast.
once it's active, a moderate-sized cloud will essentially end the game. not only that, but you can counteract the negative effect that cloud has on your life total allowing you to better stabilize after conjuring a brew of airborne toxins.
i don't have much experience with modern, but is this playable enough to merit testing?
Well let me add that Radkos-RDW and RDW itself are probably the strongest non-combo decks in the format. Even the Tempo decks have a difficult time without dedicating slots in the board to specifically fight those two. Jund uses Goyf and Finks to hold them off, but basically you have to be able to hold those two off or you will never make it through the first few rounds. The Junk list I just looked at seems to run 4xFinks to fight those two, so you get the idea about Modern. If you can't beat aggro, you aren't going very far.
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Too many to list efficiently. Find me online with the same SN if you want to play, or message me here to set up a time to play.
Modern
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Whatever pile of 75 I throw together the night before without testing. Usually: :symb::symu::symg:
You can only put a counter on it during end steps AND only if you jumped through a hoop, making it both a terrible topdeck, and a dead card if you don't have anything that triggers it.
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Big Johnny.
Cockatrice username: Blackcat77
yeah the lack of dark ritual and the better mox tied in with the fact that cloud is inherently difficult to cast made me feel like this is too difficult to perform now. i know people think it's "win-more", but you need some way of winning post-cloud. it's easy to say "you should just win" but oftentimes in more traditional shells (like legacy pox or something) you find yourself sitting there waiting to recover faster than the opponent.
i think though that you are right and that green not only offers better post-cloud win conditions but that you have to run it for the acceleration anyways so you might as well go green since any consistency you get by running black isn't worth the cost of not running green.