Cut / Ribbons
Cut deals 4 damage to target creature.
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Each opponent loses X life.
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Cut / Ribbons Discussion
3 days ago
I likewise agree that Gideon of the Trials doesn't seem to be a good fit. Running 7 Gideons also just doesn't seem amazing. Sure MOST of the time it won't be an issue, but there will be games where you just have both and it feels bad. Also the Renegade Map seems terrible to me. I understand that you have Unlicensed Disintegration but it still seems so lackluster. Renegade map is such a bad draw later in the game. I have been playing Black Red walkers as of late and cards that have done very well for me are Cut / Ribbons and Liliana, the Last Hope. Also Chandra, Flamecaller destroys people. I would recommend Grasp of Darkness but that might be a bit too stressful on the mana base.
4 days ago
RIP: The Great Aurora
1 week ago
My first thought is that I'd drop all the lands that ETB tapped for no benefit. Temple of Malice, Bojuka Bog, Canyon Slough get a pass. Along with cards like Rocky Tar Pit and even Terramorphic Expanse/Evolving Wilds. When you're a mana hungry control deck, you can't afford to take turns off because your lands aren't untapped.
Illusionist's Bracers is totally worth taking a look at. You have several powerful vampires that would only be better with a double use of their abilities. Not to mention your commander. Always worth it.
Patriarch's Bidding might be worth looking at if you're not in a tribal heavy meta.
How about cards like Call the Bloodline and Stensia Masquerade to get some more utility for your vampires. Also, with Call, you can slowly stockpile your yard to get a huge swath of creatures with a mass rez, while defending yourself. Would also benefit to look at Skullclamp if you decide to go that route.
Enchantments will wreck you. Chaos Warp might be worth it to get past pesky ones that are locking you down. Red will give you all the artifact destruction you need, and I love Rakdos Charm for this and other flexibility.
Aggravated Assault seems weird in a more control oriented deck. It might be best to figure out if you want to go all in on attacking or build your vampires up over attrition...which reminds me Attrition, Grave Pact/Dictate of Erebos are super strong. Vampiric Rites can also help trigger the Pact/Dictate and get you some cards off your vampires/tokens.
Your deck is overwhelmingly black, so you can't go wrong with Jet Medallion, Ascendant Evincar or other cards that focus on the benefit to playing a single color. Like running Hero's Downfall over Dreadbore instant speed is going to be so much better, unless you decide to run Vedalken Orrery.
Okay, that's a lot of stuff, so I'll cap it off there. One last thing though, and this is kind of pricey so I get why this might not be in your deck: Volrath's Stronghold. It works great with Vampire Nocturnus by being able to chunk a dead vamp on top to get the boost when you don't have it naturally. Mortuary Mire can work in a pinch, but you only get one shot at it.
2 weeks ago
Sedraxis Specter was in the original Bloody Singleminded (Competitive), but cut because the discard tended to come down too late and didn't do enough. It was also too proactive - with Bloodghast already being pretty proactive, it just didn't really work to have other proactive cards too and still keep the control aspects of the deck. This would be even more true in this meta where we need to have a Terminate for Death's Shadow almost every game.
Fatal Push I don't have because $9 for a standard-legal uncommon is kinda ridiculous. Decks are also starting to respond to Push by playing cards that it doesn't hit, so I think it's actually a good time to not be playing it and play a deck that can support a bunch of Terminate instead. I would probably only play 1 or maybe 2 if I had them. Lightning Bolt + Snapcaster Mage just seems so much stronger in this meta because no one else is doing it. I've taken so many games against shadow because I can control turns 1-4 and then explode with aggro on turns 4-5 when they get low on life.
Not many modern decks tend to tap out for Censor to be effective, and I cut Thought Scour because I was tired of so many cards in my opening hand that didn't do anything immediately. Dispel answers Path to Exile, Stubborn Denial, and Collected Company - pretty much everything I care about. This deck is otherwise sorcery-speed most of the time so counterspells tend to be awkward in game 1.
Cut / Ribbons is interesting. I haven't seen that card yet. It still misses Tasigur, the Golden Fang and Gurmag Angler and most Tarmogoyf, but it hits a lot of other things. I never really get more than 5 mana in any game, but that's a card I'll have to keep in mind.
Smuggler's Copter is an interesting one. I've never considered it here, but it's more damage than Snapcaster Mage or Bloodghast and it has evasion. I'm thinking turn 1 Thoughtseize, turn 2 Copter, turn 3 snap-thoughtseize and crew Copter. That would be a devastating line against Eldrazitron. I might not have enough creatures to make it worth it and a hand of multiple Copter would really suck, but it could give the deck the aggression it needs against Eldrazi.
Thanks for all the suggestions though! You've given me some stuff to think about.
2 weeks ago
Well sure. You can have any magical christmas-land play with just about any deck.
Turn 1: Foreboding Ruins
Turn 2: Hanweir Battlements + Bloodrage Brawler, pitch Cut / Ribbons
Turn 3: Mountain + Neheb, the Worthy
Hit for 5 damage
Turn 4: Swamp + Bloodrage Brawler, pitch Ondu Champion, use Hanweir Battlements + to give Bloodrage Brawler Haste
1 card left in hand so all Minotaurs get +2/0
Hit for 18 damage
How often has that happened? Not once.
3 weeks ago
I'm building a deck very similar. Got the cub to 55/55, man he is bonkers with the snake.
1 month ago
Nice deck, I would like to see how good Cut / Ribbons would be in this deck as it can work as a finisher after being discarded. Also, I think the sideboard should be a bit different, maybe some more aggro creatures against combo or control, maybe something like Scrapheap Scrounger or Bloodrage Brawler can work, and I would put a couple Sweltering Suns against zombies and humans.
1 month ago
Splashing B really increases your available card pool. Cut / Ribbons and Bone Picker are both very good in a burn/tempo deck. You also get to run Alms of the Vein which is another huge burn spell for B and helps against aggro. Incendiary Flow is good. Collective Defiance is removal, burn, and a madness enabler/hand reset. I would also recommend against running more than 2 Bedlam Reveler since they are awful in multiples and can be hard to cast if you say, draw 2 of them and not enough spells. 15 creatures is too many to have Reveler be consistent. Thermo-Alchemist is insane in a burn deck.
-Add B, since it improves the deck whether you're going aggro or burn. It doesn't have to be a big splash, but a lot of good aggro creatures are black (Scrapheap Scrounger and Dread Wanderer), and you get good removal (Unlicensed Disintegration alongside Scrounger or Fatal Push) and sideboard options (Lay Bare the Heart is big right now).
-Decide whether you want to play creature aggro or burn. Bedlam Reveler doesn't really go in the creature version. Bomat Courier, Dread Wanderer, and Scrapheap Scrounger are pretty well set in the aggro version, along with 1-2 Glorybringer and/or 2-3 Hazoret the Fervent as top-end. The 2 and 3 drops are less set; I've seen Forerunner of Slaughter, Pia Nalaar and Weldfast Engineer, or Bloodrage Brawler if you're doing madness. You can also go a stronger artifact theme with Inventor's Apprentice if you have any Heart of Kiran. For the burn version, you want to cut most of the creatures except for 1-2 Bedlam Reveler and 4 Thermo-Alchemist. Bone Picker and Glorybringer also fit if preferred, but ideally the creature count is 8 or less. Goblin Dark-Dwellers is also pretty good if you tailor your spells so it can cast most of them. For spells, 4 Alms of the Vein and 4 Fiery Temper, 3-4 Lightning Axe, 2-3 Collective Defiance, 2 Cut / Ribbons, and either a 2-4 or a 3-3 split between Tormenting Voice and Cathartic Reunion, keeping in mind that Reunion is stronger, but harder to cast in general and much worse against control (since they can counter after you pay the discard cost - sweet 3 for 1). Incendiary Flow is a good card if you want another versatile early burn spell. You also need some number of sweepers. I prefer 2-damage sweepers here like Kozilek's Return or Flaying Tendrils since 3-damage sweepers take out Thermo-Alchemist, even though Sweltering Suns is pretty cool. Chandra, Torch of Defiance is pretty perfect in burn if you have it. You can also go a neat energy variant that runs Harnessed Lightning for removal, Aether Hubs, and 4 Gonti's Machinations. This gives you more survivability against aggro and another 1-cmc 3 damage effect. Not sure how inserting the energy subtheme affects the card totals.
-I don't think you want more than one Insult / Injury, if any. Injury is pretty expensive at 3 mana considering it does nothing without either another burn spell to follow up (hard to do before turn 5-6) or creatures on the field. The card doesn't seem great in aggro either since it's mostly just discard fodder. Injury is expensive for a sorcery burn spell.
-Soul-Scar Mage is fun, but doesn't really go in burn since he encourages you to burn creatures rather than your opponent. I feel like it might make sense as a sideboard card against big creature decks if you plan to try removing their creatures, but it's usually just better to have a fast burn clock against midrange.
This is mostly academic. The best burn deck in standard right now is U/R, but you basically need 4 Torrential Gearhulk (expensive!) and the deck is incredibly soft to Dispossess. You can also always make a U/R or Temur Turbo-Drake deck that just cycles and dumps most of your deck into the grave while casting fogs until you stick an Enigma Drake and Fling it at your opponent's face. The ability to do 50+ damage in a turn is pretty foul.