Bontu's Last Reckoning

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Hour of Devastation (HOU) Rare

Combos Browse all

Bontu's Last Reckoning

Sorcery

Destroy all creatures. Lands you control don't untap during your next untap step.

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Bontu's Last Reckoning Discussion

xoorath on Huatli: The only dino gyno I know...

1 day ago

Matchup against Treasure Production Control

Here's how it went:

Game one, treasure production control versus huatli: the only dino gyno I know...

You roll 2, I roll 5. I'll be on the play.

My hand: Forest, Inspiring Vantage, Kinjalli's Caller, 2x Attune with Aether, Otepec Huntmaster, Drover of the Mighty. No action, but I can get lands out of my deck. Seems okay. Keep.

Your hand: Island, Drowned Catacomb, Siren Stormtamer, Opt, Kitesail Freebooter, Disallow, Cartouche of Knowledge. Seems legit, keep.

T0, me: Forest, Attune with Aether for another Forest.T0, you: draw Opt. Play Island and Siren Stormtamer.

Me: 20 +2e, You: 20

T1, me: Draw Plains. Play Inspiring Vantage, Kinjalli's Caller, and cast Attune with Aether finding a mountain.T1, you: Draw Swamp. Play Swamp, cast Kitesail Freebooter. Nothing to exile... oh well, we know the opponent is flooded. Swing with siren for 1.

Me: 19 +4e, You: 20

T2, me: draw Commune with Dinosaurs, casting it. Revealing Commune with Dinosaurs, 2x Drover of the Mighty, and two lands. Ouch, at least those are gone from the top. I take Aether Hub. Play Forest and Drover of the Mighty.T2, you: draw Island. Play Drowned Catacomb. Let's hold this Disallow up since there's a potential 5 drop dino comming. We'll dig for action when we have enough mana to deny our opponent action and dig. We swing for two in the air.

Me: 17 +4e, you: 20

T3, me: Draw Charging Monstrosaur. I'd love to windmill slam this, but there's 3 mana up, and 2 damage in the air isn't really a problem. Let's see if they tap out for something. Play Aether Hub, and get in with Drover of the Mighty for 1. Post combat, play Otepec Huntmaster.T3, you: Draw Captain Lannery Storm. Finally some gold action, but no way to cast her yet. Let's play Island, swing for two and wait to play Opt at end of turn looking for action or more control.

Me: 15 +4e, You: 19

T3, me: Draw Regisaur Alpha, sweet. Let's see if you tap out for removal now that damage is symetric. I swing for two, you don't dig for removal since you're ahead you just take symetric beats and hold up a counter. Post combat I play Regisaur Alpha. In response you cast Opt seeing if there's a better response than Disallow. You find Drowned Catacomb and put it to the bottom, drawing Spell Pierce. You cast Disallow, countering Regisaur Alpha. I play a Mountain and pass. T3, you: Draw Captain Lannery Storm. You cast Opt hoping for a red source. You reveal Dragonskull Summit and play it. Casting Captain Lannery Storm, leaving up one blue for Spell Pierce in case it matters. You swing for 4, and make a treasure. I block Captain Lannery Storm with Kinjalli's Caller, taking 2.

Me: 13 +4e, you: 17

T4, me: draw Rootbound Crag. Not what I wanted. I play it and cast Charging Monstrosaur. I swing with it, Otepec Huntmaster, and drover of the mighty. You have no response and take 9.T4, you: draw Swamp. Yeah, that wont kill a dino. Hm. You play swamp. Pay two for Cartouche of Knowledge on Captain Lannery Storm. This draws you another Dragonskull Summit. You need to block something to survive, and best case scenario has you killing the dino. You decide the plan will be to get in with the lannery storm in hand, use the other lannery storm with the cartouche to block the dino and sacrafice two treasures to pump her up and trade with the dino. You still take trample, but there's no other way to kill it with just one creature currently. You cast Captain Lannery Storm, and have her swing for 2 getting a treasure. I block with Kinjalli's Caller.

Me: 13 +4e, you: 8

T5, me: draw Sunpetal Grove, playing it. I see the Captain Lannery Storm play, but since I have no other action, and you could decide to chump drover killing him too (once there's no more dino in play), I decide to hold onto my boardstate. Pass.T5, you: Draw Swamp, play Dragonskull Summit. Sweet, now you don't have to trade with the cartouche'd Captain Lannery Storm since you'll have 3 treasure to sac when chumping. You swing with Captain Lannery Storm and Siren Stormtamer. You think so long as you have Kitesail Freebooter up, it should be good enough to chump and live another turn if things go sideways. All damage is flying, no blocks. I take 4.

Me: 9 +4e, you: 8

T6, me: Draw Rootbound Crag and play it. I notice you'll have leathal in the air next turn if you make two treasures and sacrafice it all. I swing with Charging Monstrosaur. and Drover of the Mighty. You want to stay out of Lightning Strike range, so you can take 4 damage. So you think about the plan where you kill Charging Monstrosaur, but that takes out your win condition next turn. If you block enough damage to stay out of Lightning Strike range, it means losing Kitesail Freebooter and Captain Lannery Storm, putting the opponent down to 1. Unless they cast a spell we can Spell Swindle. You decide the risk of me having two Lightning Strike's in hand (one can be countered) is a pretty low risk. You block Drover of the Mighty with Captain Lannery Storm and take 5.T6, you: draw Metallic Mimic. Play Swamp and swing all in. Before damage you sacrafice all the treasure for blue, making damage lethal. GG.

So that was a close match. We were both lacking a bit of action, but your deck found a way to dig to cast those lannery storms which is nice. Holding up counterspells for what you care about was great. My deck got pretty badly flooded, but I knew that was a risk when I kept the hand. Having only two dino's probably wont survive against control, so I'll keep that in mind on the following games.

You bring in 3x Essence Scatter, going down 2x Spell Pierce and a Disallow for that. (countering an ETB trigger is worse than countering the creature it comes on, in this matchup). Fatal Push for the mana dorks would be nice, but it's a bad late game draw which seems to matter here. Let's just run it like that.

I bring in 2x Prowling Serpopard, going down 1x Kinjalli's Sunwing, 1x Charging Monstrosaur. Tempted to bring in Cast Out, but decide not to.

I lost, I'll be on the play.

My hand: Forest, Sunpetal Grove, Drover of the Mighty, Savage Stomp, Ripjaw Raptor, Regisaur Alpha, Carnage Tyrant. Just need one more land to function, sounds fine.

Your hand: Island, Essence Scatter, Metallic Mimic, Disallow, Mechanized Production, Deadeye Plunderers, Herald of Anguish. Can't do a one lander. Mull to 6.

Your hand: Island, Siren Stormtamer, Siren Stormtamer, Opt, Essence Scatter, Unlicensed Disintegration. Tempting, but so many cards are dead if we don't get another land. Mull to 5.

Your hand: 2x Island, Drowned Catacomb, Siren Stormtamer, Metallic Mimic. fine, keep. scry: Herald of Anguish to the bottom.

T0, me: Forest, go.T0, you: Draw Prying Blade. The plan will be mimc naming pirate then cast stormcaller, so let's just play Island and Prying Blade. Go.

T1, me: Draw Samut, the Tested. Play Sunpetal Grove, cast Drover of the Mighty.T1, you: draw Supreme Will decent... Play Drowned Catacomb, cast Metallic Mimic naming pirate.

T2, me: draw Rootbound Crag sweet. Play that, cast Ripjaw Raptor. Go.T2, you: draw Swamp. Play it, cast Siren Stormtamer. Can't cast Supreme Will anyways, so equip Siren Stormtamer with Prying Blade.

T3, me: draw Savage Stomp. Let's get samut down while you're tapped out. Play Samut, the Tested. Tick her up giving Ripjaw Raptor double strike. Swing with Ripjaw Raptor. You can't do much about that and take 8.T3, you: draw Swamp. Play Swamp.

Me: 20, You: 12

T4, me: draw Ripjaw Raptor. Cast Savage Stomp targeting Ripjaw Raptor and metalic mimic. You play Supreme Will hoping to at least tap me down. I don't pay the cost. I cast the other Savage Stomp doing the same. You begrudgingly sacrafice Siren Stormtamer to counter that. I tick up samut giving Drover of the Mighty double strike. I swing with the team. You block Drover of the Mighty taking 7.T4, you: draw Spell Swindle, scoop.

Having to mull for mana really killed you that game. Not having as much or more action than a midrange deck makes it pretty tough.

Your hand: Island, Dragonskull Summit, Metallic Mimic, Cartouche of Knowledge, Supreme Will, 2 Kitesail Freebooter. Keep.

My hand: Sunpetal Grove, Aether Hub, Kinjalli's Sunwing, 2 Kinjalli's Caller, Ripjaw Raptor. Seems okay, keep.

T0, You: Play Dragonskull Summit tapped.T0, me: Draw Inspiring Vantage. Play it, play Kinjalli's Caller.

T1, you: Draw Drowned Catacomb. Play Island, play Kitesail Freebooter. Take nothing.T1, me: Draw Drover of the Mighty. Play Aether Hub, cast Kinjalli's Sunwing. Drover could fix for green, but I don't want to risk fatal push and lose my only energy, setting me back a turn. I'll wait.

T2, you: draw Opt. Play Drowned Catacomb, play Metallic Mimic naming pirate. hold up blue mana for EOT opt.T2, me: draw Savage Stomp. Play Sunpetal Grove tapped. Cast Savage Stomp targeting Kinjalli's Sunwing and Metallic Mimic, killing mimic and putting a +1/+1 counter on the sunwing. Swing with Kinjalli's Sunwing for 3 (noting it's taken 2 damage, should still survive if you block). You declare no blocks, taking 3. Post combat I play Kinjalli's Caller. EOT you play Opt, putting Mechanized Production on the bottom drawing Swamp.

Me: 20 +1e, You: 17

T3, you: draw Siren Stormtamer, play Swamp, cast Siren Stormtamer tapped. Pass the turn leaving up supreme will.T3, me: draw Carnage Tyrant. I see 3 mana up expecting a counter. I move to combat, swinging for 3 in the air. You take 3. Postcombat I play Drover of the Mighty. You let it resolve, keeping Supreme Will for a possible ripjaw, regisaur, or monstrosaur later, since you only have one counter.

me: 20 +1e, you: 14

T4, you: draw Island, play it. Pay two for Kitesail Freebooter to see if the coast is clear. You take nothing and see the Carnage Tyrant, so that sucks - but at least supreme will can dig for an answer. You're not sure there's anything in the deck that can answer it except blockers, but we'll play this through.T4, me: draw Carnage Tyrant. Well, no surprises now. I wont be able to surprise attack with a hastey one next turn, so I might as well throw him down. I move to combat, swinging for 3. No blocks. Post combat, play Carnage Tyrant. EOT you supreme will, spotting Spell Swindle, Herald of Anguish and two lands. You take Herald of Anguish hoping to dop deck a land, survive one turn, and use him and something else to block the tyrant....

me: 20 +1e, you: 11

T5, you: draw Herald of Anguish. not good. Play Cartouche of Knowledge on a Kitesail Freebooter, drawing Disallow. I think the only line now is to top deck a Spell Swindle next turn and somehow hit something big enough to let you cast both heralds? Even then we need removal for Kinjalli's Sunwing or they come into play tapped. So we need a ton of things to go right - let's try our best.

T5, me: draw Prowling Serpopard. swing with Kinjalli's Sunwing, Drover of the Mighty, and Carnage Tyrant. Let's double block with Kitesail Freebooter's on the Kinjalli's Sunwing, Siren Stormtamer chumps Drover of the Mighty. Take 7, Siren Stormtamer and the Kitesail Freebooter with the cartouche die. Post combat I play Carnage Tyrant number 2, you scoop.

I think Bontu's Last Reckoning in the sideboard could have helped you stabalize, and maybe Doomfall. I think Kitesail Freebooter is a sweet card, but against such a creature heavy deck, she's just a 1/2 flier for 2 most of the time. Disallow seems versitile, but I'd keep an eye out how often you would use it over a negate. Herald of Anguish also seems nuts when you have treasure and equipment out, but when he's on his own he doesn't seem very good. I wouldn't go so far as to call him a win more card, but I just don't think he's good enough in a vaccume to be played in a deck with so many spells and creatures that don't generate artifacts. The synergy is there, but it doesn't feel very strong.

Anyways, cool deck man. Might be hard to edge out a midrange creature deck like naya dino's, but with some tweaking I think it could reliably be done - so long as it's a big enough slice of the meta to fight using your sideboard.

xoorath on Treasure Production Control

1 day ago

Hey, sweet deck! I did some playtesting against my dino deck Huatli: The only dino gyno I know... if you're interested. Here's how it went:

Game one, treasure production control versus huatli: the only dino gyno I know...

You roll 2, I roll 5. I'll be on the play.

My hand: Forest, Inspiring Vantage, Kinjalli's Caller, 2x Attune with Aether, Otepec Huntmaster, Drover of the Mighty. No action, but I can get lands out of my deck. Seems okay. Keep.

Your hand: Island, Drowned Catacomb, Siren Stormtamer, Opt, Kitesail Freebooter, Disallow, Cartouche of Knowledge. Seems legit, keep.

T0, me: Forest, Attune with Aether for another Forest.T0, you: draw Opt. Play Island and Siren Stormtamer.

Me: 20 +2e, You: 20

T1, me: Draw Plains. Play Inspiring Vantage, Kinjalli's Caller, and cast Attune with Aether finding a mountain.T1, you: Draw Swamp. Play Swamp, cast Kitesail Freebooter. Nothing to exile... oh well, we know the opponent is flooded. Swing with siren for 1.

Me: 19 +4e, You: 20

T2, me: draw Commune with Dinosaurs, casting it. Revealing Commune with Dinosaurs, 2x Drover of the Mighty, and two lands. Ouch, at least those are gone from the top. I take Aether Hub. Play Forest and Drover of the Mighty.T2, you: draw Island. Play Drowned Catacomb. Let's hold this Disallow up since there's a potential 5 drop dino comming. We'll dig for action when we have enough mana to deny our opponent action and dig. We swing for two in the air.

Me: 17 +4e, you: 20

T3, me: Draw Charging Monstrosaur. I'd love to windmill slam this, but there's 3 mana up, and 2 damage in the air isn't really a problem. Let's see if they tap out for something. Play Aether Hub, and get in with Drover of the Mighty for 1. Post combat, play Otepec Huntmaster.T3, you: Draw Captain Lannery Storm. Finally some gold action, but no way to cast her yet. Let's play Island, swing for two and wait to play Opt at end of turn looking for action or more control.

Me: 15 +4e, You: 19

T3, me: Draw Regisaur Alpha, sweet. Let's see if you tap out for removal now that damage is symetric. I swing for two, you don't dig for removal since you're ahead you just take symetric beats and hold up a counter. Post combat I play Regisaur Alpha. In response you cast Opt seeing if there's a better response than Disallow. You find Drowned Catacomb and put it to the bottom, drawing Spell Pierce. You cast Disallow, countering Regisaur Alpha. I play a Mountain and pass. T3, you: Draw Captain Lannery Storm. You cast Opt hoping for a red source. You reveal Dragonskull Summit and play it. Casting Captain Lannery Storm, leaving up one blue for Spell Pierce in case it matters. You swing for 4, and make a treasure. I block Captain Lannery Storm with Kinjalli's Caller, taking 2.

Me: 13 +4e, you: 17

T4, me: draw Rootbound Crag. Not what I wanted. I play it and cast Charging Monstrosaur. I swing with it, Otepec Huntmaster, and drover of the mighty. You have no response and take 9.T4, you: draw Swamp. Yeah, that wont kill a dino. Hm. You play swamp. Pay two for Cartouche of Knowledge on Captain Lannery Storm. This draws you another Dragonskull Summit. You need to block something to survive, and best case scenario has you killing the dino. You decide the plan will be to get in with the lannery storm in hand, use the other lannery storm with the cartouche to block the dino and sacrafice two treasures to pump her up and trade with the dino. You still take trample, but there's no other way to kill it with just one creature currently. You cast Captain Lannery Storm, and have her swing for 2 getting a treasure. I block with Kinjalli's Caller.

Me: 13 +4e, you: 8

T5, me: draw Sunpetal Grove, playing it. I see the Captain Lannery Storm play, but since I have no other action, and you could decide to chump drover killing him too (once there's no more dino in play), I decide to hold onto my boardstate. Pass.T5, you: Draw Swamp, play Dragonskull Summit. Sweet, now you don't have to trade with the cartouche'd Captain Lannery Storm since you'll have 3 treasure to sac when chumping. You swing with Captain Lannery Storm and Siren Stormtamer. You think so long as you have Kitesail Freebooter up, it should be good enough to chump and live another turn if things go sideways. All damage is flying, no blocks. I take 4.

Me: 9 +4e, you: 8

T6, me: Draw Rootbound Crag and play it. I notice you'll have leathal in the air next turn if you make two treasures and sacrafice it all. I swing with Charging Monstrosaur. and Drover of the Mighty. You want to stay out of Lightning Strike range, so you can take 4 damage. So you think about the plan where you kill Charging Monstrosaur, but that takes out your win condition next turn. If you block enough damage to stay out of Lightning Strike range, it means losing Kitesail Freebooter and Captain Lannery Storm, putting the opponent down to 1. Unless they cast a spell we can Spell Swindle. You decide the risk of me having two Lightning Strike's in hand (one can be countered) is a pretty low risk. You block Drover of the Mighty with Captain Lannery Storm and take 5.T6, you: draw Metallic Mimic. Play Swamp and swing all in. Before damage you sacrafice all the treasure for blue, making damage lethal. GG.

So that was a close match. We were both lacking a bit of action, but your deck found a way to dig to cast those lannery storms which is nice. Holding up counterspells for what you care about was great. My deck got pretty badly flooded, but I knew that was a risk when I kept the hand. Having only two dino's probably wont survive against control, so I'll keep that in mind on the following games.

You bring in 3x Essence Scatter, going down 2x Spell Pierce and a Disallow for that. (countering an ETB trigger is worse than countering the creature it comes on, in this matchup). Fatal Push for the mana dorks would be nice, but it's a bad late game draw which seems to matter here. Let's just run it like that.

I bring in 2x Prowling Serpopard, going down 1x Kinjalli's Sunwing, 1x Charging Monstrosaur. Tempted to bring in Cast Out, but decide not to.

I lost, I'll be on the play.

My hand: Forest, Sunpetal Grove, Drover of the Mighty, Savage Stomp, Ripjaw Raptor, Regisaur Alpha, Carnage Tyrant. Just need one more land to function, sounds fine.

Your hand: Island, Essence Scatter, Metallic Mimic, Disallow, Mechanized Production, Deadeye Plunderers, Herald of Anguish. Can't do a one lander. Mull to 6.

Your hand: Island, Siren Stormtamer, Siren Stormtamer, Opt, Essence Scatter, Unlicensed Disintegration. Tempting, but so many cards are dead if we don't get another land. Mull to 5.

Your hand: 2x Island, Drowned Catacomb, Siren Stormtamer, Metallic Mimic. fine, keep. scry: Herald of Anguish to the bottom.

T0, me: Forest, go.T0, you: Draw Prying Blade. The plan will be mimc naming pirate then cast stormcaller, so let's just play Island and Prying Blade. Go.

T1, me: Draw Samut, the Tested. Play Sunpetal Grove, cast Drover of the Mighty.T1, you: draw Supreme Will decent... Play Drowned Catacomb, cast Metallic Mimic naming pirate.

T2, me: draw Rootbound Crag sweet. Play that, cast Ripjaw Raptor. Go.T2, you: draw Swamp. Play it, cast Siren Stormtamer. Can't cast Supreme Will anyways, so equip Siren Stormtamer with Prying Blade.

T3, me: draw Savage Stomp. Let's get samut down while you're tapped out. Play Samut, the Tested. Tick her up giving Ripjaw Raptor double strike. Swing with Ripjaw Raptor. You can't do much about that and take 8.T3, you: draw Swamp. Play Swamp.

Me: 20, You: 12

T4, me: draw Ripjaw Raptor. Cast Savage Stomp targeting Ripjaw Raptor and metalic mimic. You play Supreme Will hoping to at least tap me down. I don't pay the cost. I cast the other Savage Stomp doing the same. You begrudgingly sacrafice Siren Stormtamer to counter that. I tick up samut giving Drover of the Mighty double strike. I swing with the team. You block Drover of the Mighty taking 7.T4, you: draw Spell Swindle, scoop.

Having to mull for mana really killed you that game. Not having as much or more action than a midrange deck makes it pretty tough.

Your hand: Island, Dragonskull Summit, Metallic Mimic, Cartouche of Knowledge, Supreme Will, 2 Kitesail Freebooter. Keep.

My hand: Sunpetal Grove, Aether Hub, Kinjalli's Sunwing, 2 Kinjalli's Caller, Ripjaw Raptor. Seems okay, keep.

T0, You: Play Dragonskull Summit tapped.T0, me: Draw Inspiring Vantage. Play it, play Kinjalli's Caller.

T1, you: Draw Drowned Catacomb. Play Island, play Kitesail Freebooter. Take nothing.T1, me: Draw Drover of the Mighty. Play Aether Hub, cast Kinjalli's Sunwing. Drover could fix for green, but I don't want to risk fatal push and lose my only energy, setting me back a turn. I'll wait.

T2, you: draw Opt. Play Drowned Catacomb, play Metallic Mimic naming pirate. hold up blue mana for EOT opt.T2, me: draw Savage Stomp. Play Sunpetal Grove tapped. Cast Savage Stomp targeting Kinjalli's Sunwing and Metallic Mimic, killing mimic and putting a +1/+1 counter on the sunwing. Swing with Kinjalli's Sunwing for 3 (noting it's taken 2 damage, should still survive if you block). You declare no blocks, taking 3. Post combat I play Kinjalli's Caller. EOT you play Opt, putting Mechanized Production on the bottom drawing Swamp.

Me: 20 +1e, You: 17

T3, you: draw Siren Stormtamer, play Swamp, cast Siren Stormtamer tapped. Pass the turn leaving up supreme will.T3, me: draw Carnage Tyrant. I see 3 mana up expecting a counter. I move to combat, swinging for 3 in the air. You take 3. Postcombat I play Drover of the Mighty. You let it resolve, keeping Supreme Will for a possible ripjaw, regisaur, or monstrosaur later, since you only have one counter.

me: 20 +1e, you: 14

T4, you: draw Island, play it. Pay two for Kitesail Freebooter to see if the coast is clear. You take nothing and see the Carnage Tyrant, so that sucks - but at least supreme will can dig for an answer. You're not sure there's anything in the deck that can answer it except blockers, but we'll play this through.T4, me: draw Carnage Tyrant. Well, no surprises now. I wont be able to surprise attack with a hastey one next turn, so I might as well throw him down. I move to combat, swinging for 3. No blocks. Post combat, play Carnage Tyrant. EOT you supreme will, spotting Spell Swindle, Herald of Anguish and two lands. You take Herald of Anguish hoping to dop deck a land, survive one turn, and use him and something else to block the tyrant....

me: 20 +1e, you: 11

T5, you: draw Herald of Anguish. not good. Play Cartouche of Knowledge on a Kitesail Freebooter, drawing Disallow. I think the only line now is to top deck a Spell Swindle next turn and somehow hit something big enough to let you cast both heralds? Even then we need removal for Kinjalli's Sunwing or they come into play tapped. So we need a ton of things to go right - let's try our best.

T5, me: draw Prowling Serpopard. swing with Kinjalli's Sunwing, Drover of the Mighty, and Carnage Tyrant. Let's double block with Kitesail Freebooter's on the Kinjalli's Sunwing, Siren Stormtamer chumps Drover of the Mighty. Take 7, Siren Stormtamer and the Kitesail Freebooter with the cartouche die. Post combat I play Carnage Tyrant number 2, you scoop.

I think Bontu's Last Reckoning in the sideboard could have helped you stabalize, and maybe Doomfall. I think Kitesail Freebooter is a sweet card, but against such a creature heavy deck, she's just a 1/2 flier for 2 most of the time. Disallow seems versitile, but I'd keep an eye out how often you would use it over a negate. Herald of Anguish also seems nuts when you have treasure and equipment out, but when he's on his own he doesn't seem very good. I wouldn't go so far as to call him a win more card, but I just don't think he's good enough in a vaccume to be played in a deck with so many spells and creatures that don't generate artifacts. The synergy is there, but it doesn't feel very strong.

Anyways, cool deck man. Might be hard to edge out a midrange creature deck like naya dino's, but with some tweaking I think it could reliably be done - so long as it's a big enough slice of the meta to fight using your sideboard.

TheCamFire on Grixis Turbo Tower - Remastered (XLN)

1 day ago

Fluffy_Squid, you know, before rotation, one of my biggest problems was Bristling Hydra so I ran To the Slaughter as a pretty good edict effect against it. Now in Ixalan, I cannot find a good enough replacement for it in the colors that I'm using. Bontu's Last Reckoning and Doomfall could both put in some work, or I could Lost Legacy naming Carnage Tyrant game 2 if I lose to it game 1.

Shwang on Dimir Controlling Your Creatures

2 days ago

I think red is going to be phased out as the spliced in color for control decks, and white is going to be phased in. The main reason: Carnage Tyrant. He survives Hour of Devastation. In fact, he beats my entire deck other than Bontu's Last Reckoning. I might need to add in white for Fumigate or Hour of Revelation. In fact, it might even be worth swapping out black for white.

You're probably right that Kefnet's Last Word isn't necessary and taps me out when I don't want to be tapped out. That will probably kick the dust.

I'm actually a really big fan of Torment of Hailfire. If I don't kick out black, I will probably add that in.

Thanks for the comments!

soikkam on Treasuret - Board-clogging Treasure Midrange v2

2 days ago

Yeah, responding to the Fabricate trigger would be very sad for us, but at least we will get 3 servos and any amount of Grapeshot to our opponents face that we can muster.

Fatal Push is a card that Ive been testing since the first build of this deck, and honestly, I just dont find it that good in Standard. This deck can even turn Revolt on like no ones business, but when the best target for Fatal Push is Longtusk Cub, wouldnt I rather be playing more Battle at the Bridge and Bontu's Last Reckoning

Again, maybe its just variance and a hefty amount of luck on my end, but even against Ramanup Red, it feels like other cards give us way more value right now.

soikkam on Treasuret - Board-clogging Treasure Midrange v2

2 days ago

I would love to see your build as soon as you have it ready, it sounds interesting.

Firstly, I went with Metalspinner's Puzzleknot because the loss of life is negligible with so many ways to gain life (and for pretty big amounts) in the deck and we would rather have the card than the Servos.

The synergy with Contraband Kingpin and treasure map also make me feel that Scry/Draw is a lot better for the deck than Scry/Make a 1/1.

The deck used to have 20 lands in it actually! However, with as much as the deck Scrys, Draws, and Scry/Draws, and with as much Treasure/Etherium Cell generation as the deck does, and how fast Improvise costs can come online, I think that 22 lands are the sweet spot. It feels as though as long we are hitting our early drops and efficiently scrying, we can actually play on curve quite consistently. Of course, variance is a bitch and maybe Ive just been getting exceedingly lucky with my opening 7s.

Furthermore, Prophetic Prism doesnt solve the problem of "Lack of Mana", it would only fix our colors if we were running into problems with colorless lands such as Inventors' Fair. The card draw is nice, but this deck draws plenty of cards and the engines that make that possible also have other uses.

Lastly, Ive since tested Herald of Anguish and he just doesnt live or do enough to warrant him a spot. I would likely just play The Scarab God over him if I had the option. Marionette Master has been an amazing bomb, and can win the game the turn we play her. She is synergistic with almost every card we are playing and thats all the deck could ask for.

Once Ixalan arrives, cards like Scarab God, Hazoret the Fervent, and Glorybringer wont have much of a leg to stand on once Vraska's Contempt, Hostage Taker, and Cast Out make overwhelming results. We are aiming to dodge that hate by simply not playing those cards (although, nobody would be wrong for playing those cards, theyll just have to grind it out).

Carnage Tyrant is the only card I can think of that dodges the hate. But thats why we have Bontu's Last Reckoning and Doomfall out of the board.

Shwang on Dimir Controlling Your Creatures

3 days ago

jason31502 that's a good callout. The biggest problem this deck has are with vehicles and creatures with hexproof (especially that dang Bristling Hydra.

Bontu's Last Reckoning is there to stop hexproof guys, and Kefnet's Last Word is there to stop vehicles (and other big creatures). I'm open to suggestions on other ways to stop those guys. Any thoughts?

soikkam on Treasuret - Board-clogging Treasure Midrange v2

3 days ago

I wouldnt recommend branching into another color for a deck like this. Our manabase is very greedy in the early turns because we have to hit BB or UB on turn 2. Bontu's Last Reckoning has been great in testing, and we will have Vraska's Contempt to mimic Cast Out.

Torment of Hailfire sounds like a blast! If theyre able to get rid of your Revel in Riches or Mechanized Production before your win trigger, this would be a nice surprise. Let me know how testing goes with it!

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