- megatog201
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Member for 14 years
Last active Fri, Aug, 4 2023 11:06:20
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Aug 17, 2014megatog201 posted a message on Standard Quick Hits: M15 Game-ChangersYeah. Sorry man. I don't know your knowledge of the game but shocks are far better than pain lands.Posted in: Articles
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Nov 22, 2012megatog201 posted a message on The Top 10 Keyword Abilities Ever - #1 and Wrap-UpHumm something tells me that banding is going to be #1. Just on a different listPosted in: Improbable Things
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Nov 22, 2012megatog201 posted a message on The Top 10 Keyword Abilities Ever - #1 and Wrap-UpI also enjoyed the read. But I think you did a few things wrong. #1 equip should be endurance A+. They will probably always have equips in every set or block and there is no way they will ever run out of ideas for the keyword. #2 Banding should have been #1. I mean come on man.Posted in: Improbable Things
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Nov 22, 2012megatog201 posted a message on The Top 10 Keyword Abilities Ever - #9Yep yep. Splice was cool. But sucked to link it to a rather weak group of cards.Posted in: Improbable Things
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4 Lightning Bolt
3 Lava Spike
1 Bump in the Night
2 Flame Rift
4 Atarka's Command
4 Lightning Helix
1 Rift Bolt
4 Skewer the Critics
2 Slagstorm
Rituals
4 Desperate Ritual
4 Pyretic Ritual
1 Vessel of Volatility
Tutors
4 Madcap Experiment
Tutor Targets
2 Lich's Mirror
Lands
4 Arid Mesa
4 Wooded Foothills
3 Bloodstained Mire
1 Sacred Foundry
1 Blood Crypt
2 Stomping Ground
1 Plains
1 Swamp
2 Mountain
1 Den of the Bugbear
Idea of this deck is constantly point direct damage to the opponents face. Allow your health to get low, but not to the point where you will die. It's okay to aim damage spells to the opponents creatures if necessary.
Then when the coast is clear cast Madcap to get the mirror to refill your hand. The cost is really high. You end up shuffling everything into your deck and basically just getting your hand. But there is a plan. You only want to do this when you can produce 5 Mana without using your land drop. This way you can play the land and cast Madcap OR cast Madcap and then play the land. That gives you 2 Mana. Your rituals can ramp you up to 3 or even 4 Mana to deploy all your newly drawn burn spells.
Atarka's Command has a hidden mode that this deck actually uses. The putting a land onto the battlefield mode. This deck uses that very well. Eot burn for 3 and then bolt them. If you don't have actual bolt then cast it main phase to be able to cast bump, skewer, spike, etc.
The trigger for the Mirror goes off when it enters the battlefield. This means there is no point where the opponent can destroy it in response if you took lethal off the Madcap.
You can and do sometimes play a Mirror before going off. This is especially interesting if you manage to Madcap the other one. You get 2 triggers and can respond in-between them. So any rituals you draw will only add Mana to the pool for the second hand.
This is mostly made to be a fun deck but can actually put up some numbers.
I've had a few games where the opponent cast StoneForge getting Batterskull. I cast Atarka's Command eot and then bolted the Mystic to get ramp and basically free damage.
The deck can be tweaked in different metas, but large cheap creatures are hard to deal with.
If you expect lots of affinity or cookbooks then you can main Destructive Revelry and side in Smash to Smithereens. The Revelry almost made it main deck since there are lots of targets one way or the other. Only issue is Monkey and other fast decks do not tend to have lots of targets. Meta dependent.
Best answer I can give you is what one card wins if you have the combo of looping the two legends? If it's possible to be a land then that's even better as it doesn't take up a spell slot. If not then you have basically a three card combo deck that needs two identical cards to be effective. Not good.
If you can put everything into play at one time then I'd maybe suggest a card that makes it hard or impossible for the opponent to play spells that turn. Can be the knight from MH1 or defense grid or Teferi the 3 drop. You'll need a few of these to prevent them from making a mess of the situation.
Just remember you are playing a slow 3 card combo deck in a focused format. Where 1 card combo decks exist or you can be killed on turn 3. Build accordingly or switch to something better.
Could you give a deck list and maybe we can work it from there?
Deranged Hermit isn't in modern but we do have Deep Forest Hermit. This combined with Alarm allows you to go infinite with SS BTW.
We can probably do better if we had a deck list or something better describing what you are asking about.
The other spell is also weak. Which is again a good thing.
I do like that the card itself is more of a fixed time warp. Neat and cool.
Not digging the miracle part. But that was a weird thing anyways.