Destroy target artifact.
Cycling (, Discard this card: Draw a card.)
Printings View all
|Mystery Booster (MYS1)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Dissenter's Deliverance Discussion
1 month ago
Looks good. These might interest you: Ohran Frostfang, Coat of Arms, Oakhame Adversary, Drumhunter, Garruk's Packleader, Nacatl War-Pride, Muraganda Petroglyphs, Renata, Called to the Hunt, Druids' Repository, Tome of Legends, Viridescent Wisps, Dissenter's Deliverance, Lace with Moonglove, Provoke, Rending Vines, Thornado
10 months ago
I like the concept that you're going for here. I got a few ideas to help improve the deck. I do love me a good list so sorry if this post seems a bit long.
I would take out Gnarlwood Dryad and put in a Foulmire Knight . You don't have a consistent way of turning on delirium so Gnarlwood Dryad is just gonna be a 1/1 deathtoucher (and nothing else) for most of the game if not all of it. Foulmire Knight at least gives the versatility of giving you card draw and/or providing a deathtoucher.
I like Ambuscade and Clear Shot as cards but since Clear Shot is an inherently better card (because it gives +1/+1 rather than +1/+0) you should be running 4 of it before you start adding copies of Ambuscade .
Moving on to the sideboard, I think you should drop Dissenter's Deliverance in favor of Return to Nature . You lose the cycling ability but gain the power to answer not only artifacts but also enchantments and graveyard strategies.
Between the deck currently consisting of 19 deathtouchers (23 if you count Hissing Quagmire ) and 7 one-sided fight spells the deck has no shortage of creature removal. Because you're in black you should have at least some level of hand disruption for when you end up fighting either control or combo decks. To this end, I would go down some number of the Grasp of Darkness / Dead Weight / Fatal Push in your side and replace them with Thoughtseize (Or Duress if you don't feel like paying $120+ on those).
1 year ago
Sorceries: If you need some good board wipes for a reasonable cost (money wise, sadly not mana wise), I would look at something like Heaven//Earth (It couldnt find this card for some reason), You can take out flyers one turn and then save mana and let everyone forget that you have a nice boardwipe to cast right from your graveyard! In that vain of mana sinks Cut//Ribbons (It couldnt find this card for some reason) can also just end games if you can get enough mana for the second half of the spell, and as long as your graveyard isnt exiled you can get everyone at anytime. If you plan on having a good chunk of creatures tapped Harvest Season can be excellent ramp, as long as you are running a decent amount of basics. Never/Return is a good spot removal spell in your set as well, as you can take out any creature or planeswalker if needed. Beneath the Sands is a good ramp spell, that has cycling in case you don't need it. Hour of Revelation is also a great board wipe if needed.
Instants: If you want some counter spells, Cancel and Countervailing Winds are some of the better options available to you. Sadly there isn't a lot in the set to specifically target down artifacts and enchantments, but I do like Forsake the Worldly , Dissenter's Deliverance and Commit//Memory (It couldnt find this card for some reason). Hour of Glory seems like a good option for some creature removal as well, but there seems to be a lot of that from this block in particular
Artifacts/Enchantments: Seems good in these category might want to consider a mana rock like Pyramid of the Pantheon , it starts out slow, but can become a great mana source afterwards, as well as something like Sunset Pyramid for a bit of card advantage then some selection. Same goes for Riddleform , but instead of advantage it gives you a creature for a turn. and Cast Out can help take a permanent out for a bit if needed.
Planeswalkers: This one is a weird category for me to make remarks on. I know that not everyone likes Planeswalkers, but I love them. That being said though, this set has a few interesting ones, that might not be able to help you particularly much on one hand, Nicol Bolas, God-Pharaoh is an insane game closer, but is a bit expensive(both mana and money wise). Samut, the Tested can provide huge versatility, isn't too bad price wise, and is probably one of the better options for you. Gideon of the Trials is a pretty good flavor win, and has some good versatility but you have to pick between him being an attacker or protecting you from something big on board. and the only other one I'd even consider would probably be Nissa, Steward of Elements , not because shes that great, but because she can give you some card selection and even some good value with her  ability if used with her [+2]. I would only pick one or two of these though depending on the slots you have left from other stuff, as they give you some good value, but don't always progress your game plan with the deck by themselves.
Creatures: For the most part your creatures are fine. I'll just be putting in some suggestions for other options/utility. That being said Angel of Condemnation can be slow but ultimately help create mana ramp by flickering golos, then taking out some important creatures your opponents might lay down. Dreamstealer can offer some pretty good disruption against your opponents and make them have to keep a couple of creatures back as blockers. Majestic Myriarch might be a good finisher, but you might be good on those. Temmet, Vizier of Naktamun is also great for token decks.
Last but not least: Lands: These seem to be good, but watch out as too many utility lands can hurt your deck, and just make sure you add enough basics in for searches to actually grab the color you need. There are the cycling lands for this set, but they can be pricey :(
1 year ago
Chromatic Lantern has no power here ^^
2 years ago
Ok, so after playtesting and trying out various different ideas I've pretty much decided this doesn't really work. I did discover that digging cards like Ancient Stirrings and Commune with Nature and cantrips like Dissenter's Deliverance and Edge of Autumn are a really fun way to put together combos though, so I've changed to the Brood Monitor / Eldrazi Displacer combo. This is better as it has more redundancy (Emrakul's Hatcher can replace Brood Monitor and either Flayer Drone or Altar of the Brood can be the win condition). This also means that virtually all combo pieces can be found by Ancient Stirrings (except Emrakul's Hatcher but Commune with Nature can still grab that if need be).
Its quite consistent and can usually assemble the combo by Turn 5.
if you're interested you can check it out here: Colourless Brood Combo
Any further advice would be greatly appreciated. And thanks again to everyone who has helped out so far...
2 years ago
I'd agree that budget infect is probably one of the easiest access points to both Pauper and Modern, but it does get hated on. The biggest problem with infect is that the creatures which are played are all relatively small and vulnerable to removal. To that end my first suggestion is Blossoming Defense (Modern) and Ranger's Guile (Pauper), the spells have the same function; small pump along with Hexproof.
I'm not sure Abundant Growth belongs in this deck, I'm guessing just for the cantrip? If that is the case then Dissenter's Deliverance or even Edge of Autumn probably better fill that function. I'd also suggest you up your land count to 18.
Hope that's of help, have fun brewing your deck.
2 years ago
Wow, I haven't been on untap lately, but the arguments about this deck turned pretty interesting. I would like to state my opinion.
First off, HeavyR, Shapers' Sanctuary does work with Blossoming Defense. Your opponent casts say Lightning Strike on your creature, then the sanctuary trigger goes on the stack. You can respond to the trigger by casting Blossoming Defense on your creature. Now let's resolve the stack: first the Blossoming Defense grants the creature +2/+2 and hexproof, then you draw a card from Shapers' Sanctuary, then the Lightning Strike looks to see if it's targets are all still valid. They aren't since the creature has hexproof and thus it fizzles.
While we are at it, let's make another correction: FlabbyAbs said there are no Overruns in standard. We actually have exactly a powered down overrun in Overcome. Is this something you want in your deck? I don't know how your deck tends to play out when facing other standard decks, but if you often sit on 3-6 creatures but no window to attack, then sure. If you have trouble sticking more than 2 creatures on the board don't even consider it. I would also like to think Overcome is simply better than Engineered Might.
Personally I'm a huge fan of Heroic Intervention, but only as a 1 or 2-off. I was lucky enough to draft two of them in an Aether Revolt draft last year and I went undefeated. The strength of the card lies in it's ability to take care of a lot of problems your creatures might encounter: Blockers, Attackers, Removal and Wraths. I would include a copy mainboard, and maybe one in the sideboard as well. Blossoming Defense just keeps perfoming in the games i've seen it. In my opinion it's the only card worth splashing green for, and I would prolly run the full playset if you don't run Heroic Intervention. If you run heroic, I would run a 3-1 split between the two. Cut Sheltering Light, it's just a way shittier card than the two great green options.
Lifecrafter's Bestiary is a really good card, and in a slow control game it's totally insane. It's a sideboard card for sure, but a VERY good one. The scry is already great and the card advantage is completely stupid after drawing 4-10 cards. It also synergizes with Oketra's Monument. How? Well, both cards big weakness is Abrade. The way to counter a specific removal type is to run no targets for it or way too many targets to handle anyway. While we are on the topic of Oketra's Monument, i see no reason not to run 4. The only downside is the legendary tag, but I can't think of a case where you wouldn't want it. With bestiary it becomes "Whenever you play a creature, put a 1/1 warrior token onto the battlefield, then draw a card", since the discount and extra price counteract eachother. Good stuff.
I guess I have to state my opinion on Shapers' Sanctuary and Authority of the Consuls. I don't agree with the point that bringing down the curve makes the deck more aggresive. When neither of the cards impact the board, it's a no-tempo play. Authority is great against mono-red but the purpose HeavyR presents is to delay every blocker your opponent plays by one turn. While I agree with HeavyR that you should have a way to deal with blockers, there are honestly tons of ways to do this. Angel of Sanctions removes a blocker twice, while also developing your own board. Surprisingly many decks don't play a lot of creatures early anyway. And you deal with counterattacks very well by having vigilance from Radiant Destiny and tokens form Oketra's Monument. I would say that blockers is not really your big concern with your current list. Shapers' Sanctuary is a little more tricky. Remember that it's only good if it draws 3+ card. Drawing one you might as well just play a card with cycling, and two cards for is fine but not really impressive. And this is if you draw it on turn one, wich you are unlikely to only do. Ask yourself: If I play this on turn six, can I still expect to draw at least 2 cards? If that's the case it's awesome. If not it's a lot worse than just running Dissenter's Deliverance or something like that.
I will move on to the maybeboard and some mainboard creatures now, since you asked for it. But first remember this is my opinion on your deck. Whether to run one creature or another comes down to three things: How much you should play it, how well it actually performs and how much you want to play it. If you are really competitive the last one doesn't apply but either way I can only supply you with the first one. Here are my thoughts either way ;)
Tocatli Honor Guard is amazing... If you were your opponent. But you are unlikely going to damage your opponent more than yourself. In fact, this is the kinda deck I would love to play Torpor Orb against, seems stupid to develop it yourself.
Maulfist Revolutionary is usually a surpricingly good card, and the 3/3 trample is pretty nice in itself. If you stack the triggers right you can even play it as a followup to a turn 2 Metallic Mimic to get a 5/5 trample. However, it seems very inconsistent especially with the . I would not play this.
Narnam Renegade fits into the same caterogy: pretty good when it works, but it doesn't so it's not good enough. You don't trigger revolt often enough to make it worth it, and your deck does not need a deathtoucher (no Pounce/Prey Upon/Nature's Way to abuse it).
I like the idea of Trueheart Duelist. It's a good blocker, but mostly it's a recurring creature and a token. If you include a playset you might wanna consider running a single Anointed Procession as well. By now you have enough good tokens to justify it.
Rhonas's Stalwart is a pretty cool idea, but the card is mediocre. If you want to play warriors, Bitterblade Warrior used to be a powerhouse in limited. You know what else used to be a limited powerhouse though? Gust Walker. It's sadly not a warrior but on every other level it's almost strictly better than Stalwart. This would be my choice for two-drops 9 and 10, after Metallic Mimic and Glory-Bound Initiate.
The reason to play Sunscourge Champion would be to gain life while playing creatures. Ask yourself: Why do I need 2-6 life? The answer would most likely be: I don't. There is another reason to play it, but that would require a different deck. However, if we for a moment pretend you already play 4x Oketra's Monument instead of two and also choose to play 4x Trueheart Duelist and 1-2x Anointed Procession it is very good. It helps avoid getting flooded with legendary Monuments, and it also has the potential to be doubled, wich is insane. This would be a big detour from your deck, so I'm not sure this is something you want. It's a great sideboard card though, because you might suddenly be in a spot where lifepoints are very dear to you.
Last note: some sideboard cards seem odd. Ahn-Crop Champion seems weak, even though it does help combat enchantment-removal by being a creature version of Radiant Destiny. Ashes of the Abhorrent is only good against Torrential Gearhulk since it also hurts your own angels. Engineered Might I already mention, and lastly Restoration Specialist seems bad. I get the idea, but you might as well just run some more of the enchantments you want back from the graveyard, and it's not a human nor a warrior.
The deck has improved greatly already, so great job! I hope my suggestions are less of an annoyance than a help, I know my comments tend to be on the long side ;)
2 years ago
@BodhiQL I actually really like Unravel the Aether over alternatives like Naturalize or Dissenter's Deliverance for it's flexability. It hits both artifacts and enchantments, unlike the latter, and can get around Welding Jar, which can be very relevant. If I were to swap it, I would probably play deliverance, as it can cycle, currently I am happy with having 3 answers to enchantments though.
As for Carrion Call I have yet to test it in paper. I like it for the Jeskai match-up because it allows you to force counter magic out of them on their turn so you have an opening. Not sure how great it is, but i think it's probably good enough for 1 sideboard slot.