Dire Fleet Ravager
Creature — Orc
When Dire Fleet Ravager enters the battlefield, each player loses a third of his or her life, rounded up.
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Dire Fleet Ravager Discussion
5 days ago
Hey Xmasspecial. I'll go through each one:
Disallow is fine but a bit mana intensive. We may have trouble keeping mana up for it if we're trying to tempo out with our wizards. It's good for stopping others from winning, though, and definitely has its merits. Void Shatter is in a similar boat.
Remand is decent for stopping our opponents' own counters / removal when we're trying to combo out or when our opponents play huge spells that cost all of their mana. You can probably replace Counterspell for it if you feel like it would work well.
Voidmage Husher is an interesting meta-dependent tech, I think. You can probably pitch any non-combo wizard or a cantrip in favor of it.
Opt is a cute cantrip, but I'm not sure if it's better than any of the ones that we currently run.
Dire Fleet Ravager is really interesting and I was thinking about putting it in at one point. I don't think it's great but if you're trying to do a more combat-oriented route it could be good.
6 days ago
Hi great deck techWhat do you think about the following cards getting fiddled in here somewhere? Some or none? what would get swapped out? think theres some potential with flickering ravager and swinging to win? Disallow Dire Fleet Ravager Remand Voidmage Husher OptVoid Shatter
1 week ago
I keep coming back to this deck 'cause I REALLY like the mechanic and the thought behind it. And what you've put together here is awesome. I hadn't thought of putting Supernatural Stamina in there, but that's a great idea. And you're playing Dire Fleet Ravager, which I think is the most badass card in Ixalan.
My only suggestions are ones I know are influenced by the need to deal with meta decks at my LGS.
Suggestions: Maybe Field of Ruin as a 1-of to deal with the flip lands. Maybe 2-ish of Cartouche of Ambition to really screw with aggro decks? I like a 2-2 split of Walk the Plank and Vraska's Contempt instead of Never//Return. And I really like Vraska, Relic Seeker in there over two of the Gearhulks.
I would also tweak the sideboard a bit. I'd take out Sentinel Totem, Doomfall and one Lost Legacy and add in 2x Arguel's Blood Fast (draw engine in control), one more Duress (turn 1 Duress feels so good into control) and 2x Appetite for the Unnatural (enchantment hate into tokens).
2 weeks ago
I was considering cutting one of Rise or Legion, since they're so expensive, but I think Rise of the Dark Realms is actually better than Clone Legion, even though legion technically goes infinite with Dualcaster Mage. I play Rise in my Tasigur deck, and it generally wins every game I play it in due to the high amount of GY based decks in my meta.
Chromatic Lantern simply got moved to the maybeboard because I don't own one and they're over $10. This isn't a deck I'm wanting to slam a bunch of money on quite yet, so that's also the reasoning for Patron Wizard and Glen Elendra Archmage, and to a lesser extent Voidmage Prodigy. I own most cards in the list right now because I have the Inalla precon and pre-owned a lot of the cards here.
I think AEther Adept is probably cuttable. It just doesn't usually do enough. I usually look at it wishing it was a Hero's Downfall or Terminate instead, as games in my meta usually go long and having to recast a card isn't that big of a deal.
Dire Fleet Ravager is simply in there because I was looking for wizards with cool ETB effects, and he was new, so I threw him in. I haven't really gotten to testing him yet, but the more I look at him the more I think "I play this and immediately die to whatever's on the other end of the board" because at 40 life it brings me to 18, and I usually won't have a lot of dudes. So out he goes!
Similarly, Flesh Carver and Ghoulcaller Gisa were me looking for cool sac outlets that also happen to be wizards, like Viscera Seer, since I'm losing my tokens anyway. I already own Ghoulcaller Gisa, and although it is a wizard, it doesn't really benefit from one of our only real tribal synergy, Inalla's trigger, outside of turning a wizard into a zombie. She'll probably be cut. But I'm not so sure about Flesh Carver going away, since he can potentially get huge, and requires two removal spells, in addition to being able to use him multiple times a turn and his synergy with our reanimation effects to make more giant horrors.
Also, what are your thoughts on adding the Niv-Mizzet, the Firemind combos at the end of the description? Should I even bother? And which ones are best?
2 weeks ago
I'm with multimedia, Rise of the Dark Realms isn't worth keeping. Clone Legion for flavour alone and for that one blowout moment could stay, as long as you know for the most part it will be a total dead drop.
Why aren't you running Chromatic Lantern? Feels like an auto-include for this. I see it in the maybeboard, but it's gotta be in the "OH BABY BOARD" homie. It's so worth running.
Dire Fleet Ravager feels out of place. So does Ghoulcaller Gisa. I get that you're trading the clone for a bunch of zombies and that it's a decent sack outlet, but Wizards aren't big boyz/girlz. They won't generate too many zombs and on top of that, you have to decide on only one. I'd favour Ashnod's Altar or Phyrexian Altar over her. COUNTERPOINT! Purphoros, God of the Forge is a good reason to keep spamming zombies, but then you gotta fun Faces of the Past or Fatestitcher for more Gisa untaps.
I hope this helps!
3 weeks ago
Its all good, questions are very welcome!
I'd say that this deck can perform fairly well with sub-optimal hands, as long as you can get a creature to stick on the board for a few turns. Having at least 1 creature with deathtouch on the field is the most important thing while playing this deck. And having deathtouch on all your creatures does help, especially psychologically. From playing this deck at my LGS, people are generally less likely to attack you since they don't want to deal with really unfavorable blocks.
Also deathtouch gives the deck a bit more power especially against other aggro decks where you can do stuff like trade your Narnam Renegade for a big creature such as Carnage Tyrant or a The Scarab God (plus you can cast Return to exile Scarab God from their graveyard before it returns to their hand).
This deck wins mostly by keeping the board clear of your opponents creatures, and chipping in with your own creatures. Deathtouch makes people less likely to block as well, since they'd rather keep their creatures to attack you. This plays into your favor as you can remove their creatures fairly easily. Normally the deck only has 2-3 creatures out when I win.
Dire Fleet Ravager I've found to be pretty solid in the deck, but I wouldn't say its a great finisher. It speeds up your gameplan of "beat my opponent's face in" but when I put the card in the life loss seemed more incidental, and I was more interested in getting a 4/4 with menace and deathtouch. Normally the ability just pressures your opponent to block your deathtouch guys, which makes the board more clear to swing with more creatures later.
3 weeks ago
Im very interested in this concept. I ran a mono green stompy deck at Standard showdown last week and it faired way better than I actually thought it would.
Only game I lost (2-1) was to a sultai energy deck that was able to attack through me on bad draws. Deathtouch would have been a welcome ability on the few creatures I managed to play those games.
Im looking for a deck that can find ways to win even if forced to start with sub-optimal hands. Do you think the plethora of deathtouch allows for more favorable matchups?
Also Dire Fleet Ravager interests me as a card... have you had success with him as finisher? Or are you winning mostly by swarming?
Sorry for all the questions just trying to wrap my head around the game play :)
4 weeks ago
I've got a couple of suggestions for you: