Creature — Human Warrior
When Banewhip Punisher enters the battlefield, you may put a -1/-1 counter on target creature.B, Sacrifice Banewhip Punisher: Destroy target creature that has a -1/-1 counter on it.
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Banewhip Punisher Discussion
1 month ago
okie dokie! lets begin
at this point I just like 24 lands in any 60 card deck I have, buuuuut I do have plenty of faith that the 22 you have is fine. now the only change I would make to lands is adding 4 Ifnir Deadlands and maybe 2 Grasping Dunes. the Ifnir Deadlands I must say from experience are way more powerful then they look and to top it off fit your decks theme, so 100% includes. now Grasping Dunes is weaker but it is in them, so they are maybes. now what i would replace is 4 Swampfor ifnirs and 2 Foul Orchard for Grasping Dunes. but once again dunes are definitely a maybe, it won't hurt you at all to not have them
now I know Liliana, Death Wielder is in theme, but for 7 mana she does not do nearly enough so I could never suggest her in any deck outside of commander. Now Vraska, Relic Seeker may not be in theme but she alone is a fire magnet that ends the game by herself while being good removal in your colors. so if you want a planeswalker in this deck shes the only one I can suggest.
no real suggestions, there really is only one for your slot. maybe add a fourth since its the decks theme.
you already have push but a few things you could add are Blossoming Defense it may not be in theme but it can act like a kill spell and save your hapatras. Hapatra's Mark is an in theme blossoming defense. buuut sometimes you may want that +2/+2. Splendid Agony its not super but it triggers your stuff and can kill creatures, so really good in your deck needs play testing to be sure. Torment of Venom its pricey but i like how many counters you get out of it, plus the punish effect can be fun. Vraska's Contempt is solid sideboard tech for a deck with gods or planeswalkers.
Grind is cheap, kills possibly two creatures and channeler initiate can cast the dust part. but probably better in the sideboard. its not super strong but Hazardous Conditions is a fun field bomb your creatures could technically survive if they have -1/-1 counters on them, but against constrictor decks it does nothing sooo sideboard against token decks or just don;t use it. Its just a funny card that would surprise your opponents when your creatures survive it. Lethal Sting is your decks unlicensed disintegration, that can trigger your other cards. lastly maybe a field bomb like Yahenni's Expertise.
Archfiend of Ifnir though you don't have much cycle or discard he can wipe a board and do massive triggers, just need some discard/cycle cards. Bone Picker not to theme but your deck should have things die often. so a 3/2 flyer for 1 is awesome. Crocodile of the Crossing this is one of the best cards you can add, its in them and as game ending as hazoret with 5 power haste. i just love the idea of playing it putting the counters on a festering mummy, making tokens then put festering mummies counter on an enemy card to make more tokens then hit for 5. its soooo good. Decimator Beetle i do agree with you its cost makes it slow, but a one of might be good. Plague Belcher no your not zombies but the counters and 3 cost 5/4 menace means he is in theme with ridiculous power. Ruthless Sniper like archiend if you go cycle in any way he fits the theme.
so those are all my suggestions the actual changes i would go through with is- trade 4 Swamp for 4 Ifnir Deadlands, trade lili for vraska, take outWalk the Plank replace it with 2 Lethal Sting (worse but in theme) or keep 2 walk the planks and add 2 Yahenni's Expertise. take out Baleful Ammit and replace it with 2 Plague Belcher, go down a Banewhip Punisher to 2 and add a Channeler Initiate to 3. take out the Defiant Greatmaw and add 4 Crocodile of the Crossing. trade 2 hapatras for 2 Exemplar of Strength. so you have 4 exemplars and 2 hapatras. I cant promise this will be super strong with what little support wizards gave us but this is what i suggest.
1 month ago
Imminent Doom Seems to occasionally get stuck on that 3 drop. You gotta hope you hit Banewhip Punisher or Lethal Sting for it to get past that 3 counter point and keep moving with the deck. Also control decks are the bane of your existence with how much removal you have in here. Straight player burn spells would do you better over ones that just target creatures. I'd almost say run Shock instead of Magma Spray but I do see how exiling is kinda necessary nowadays.
Did a playtest against my Treasure Production Control and 2-0'ed against your deck. You have some really nice compound damage synergy going here. If I were you I'd run multiple Imminent Doom in sideboard if you go against a control base and then use player burn spells to combo with it to ramp damage fast enough to get some through so control does not hold you down.
1 month ago
magic is a rather literal game, effects that target, need the word target (otherwise it doesnt), same with the difference between Festergloom and Black Sun's Zenith. Same with Hapatra, She only cares that a creature got a -1/-1 counter, not the number of counters (Black Sun's Zenith for x=1 makes the same number of snakes as x=4)
1 month ago
Innnnnnteresting. You know, I've been toying a similar deck for a while, but this wasn't the approach I took. I never noticed how well the Ammit Eternal works as a battery, and I like your inclusion of the Westvale Abbey Flip as a closer -- Ormendahl is a hell of a beater.
Sadly, I don't have a whole lot of suggestions to offer, but Throne of the God-Pharaoh was the closer I opted for, and it might be of interest to you, especially for its low cost and how wide you will be going.
Ifnir Deadlands can be worth running for extra counters when you get mana flooded later on and don't have places to spend your mana.
You can drop a Decimator Beetle for the same amount of mana as The Scorpion God and place a minus counter for free whenever it attacks, which might allow you to drop your red splash and tighten your mana pool.
Your Channeler Initiate makes Grind / Dust a viable option that gives you some more removal and a nasty boardwipe presence people might not expect; Banewhip Punisher and Soulstinger similarly both provide removal, albeit single target, that works with the deck.
Actually, the Stinger, in particular, might warrant additional consideration beyond the point above, as it provides a great dump location for minus counters from things like Exemplar of Strength and Channeler Initiate later on. You can swing with the Stinger, then play one of the two during your second main phase and drop the counters on him, netting you two -1 counter triggers for 'patra and the spider, as well as 5 triggers for the Scarab Nest, alongside dropping a permanent -5/-5 on the enemy board.
Hapatra's Mark provides great protection from single target removal and will help your Ammit Eternal stay alive if it can't get in; it also helps any other creature accumulating your minus counters. I sadly don't have any antiboardwipe suggestions, though, and things like Blazing Volley and Sweltering Suns always gave my deck a ton of trouble. :(
Anyway, those are the most useful suggestions that come to mind. Thanks for the Ammit Eternal idea, I'mma steal it now. Woooooosh! /O/
1 month ago
Panharmonicon (PH): If an artifact or creature entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
AP: If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
So with Hapatra and AP and PH out, for each -1/-1 counter placed, I get a snake, an anointed snake, and a panharmonisnake. That's pretty great and all, but with only one AP in the deck, and having to replace other -1/-1 generators with PH, I feel like that's going to take away from the speed of the deck. I think there are better uses of these two cards in a token oriented deck rather than a -1/-1 deck... like a bw token deck Servo-Schematic Addict Insane - I would love to squeeze PH in there, but there's already almost too much self-interaction.
Banewhip P: When Banewhip Punisher enters the battlefield, you may put a -1/-1 counter on target creature.
Cute, but not worth playing PH just for a few extra -1/-1s I don't think.
2 months ago
You have a pretty good curve and some nice bombs, but like many new decks, the biggest problems are lack of consistency and lack of a unifying theme. I'd choose your favorite finisher and try to build the rest of the deck with that card in mind. Then, you just want to acquire duplicates of the best cards in that strategy so they can replace the less useful cards. If it was me, I'd focus on The Scorpion God and build around -1/-1 counters. Add green for Channeler Initiate, Hapatra, Vizier of Poisons, Obelisk Spider, etc. I'd also consider more Banewhip Punisher, Festering Mummy, Nest of Scarabs, Plague Belcher, and maybe Soul-Scar Mage with enough burn spells. Finally, I'd look at Torment of Hailfire as another win condition.
2 months ago
It's a nice budget deck though!
2 months ago
Protean Hulk lets you dig out a litany of creature combinations for a tailor made victory based on the board state. As good as razaketh is, I would almost always recommend PH in this deck over him.
Banewhip Punisher kills almost indiscriminately while fueling your death triggers
Shadowborn Demon an extremely potent kill spell, subsequent early turn sac outlet depending on your yard state, and a solid body all tied into one card. I have tutored for this card as a repeatable commander killer far more often than any of my usual kill dorks.
In multiplayer, this deck should do quite a bit of silly things. My meren deck is tuned for 1v1, so our curves vary greatly. I focus on early game ramp, tutors, kill dorks, and some interesting dig abuse via Clone Shell, Treasure Keeper, and Protean Hulk alongside the usual suspects. Just some fuel for thought.