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|Hour of Devastation (HOU)||Rare|
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Creature — Warrior
When Earthsaker Khenra enters the battlefield, target creature with power less than or equal to Earthshaker Khenra's power can't block this turn. Eternalize 4RR.
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Earthshaker Khenra Discussion
1 day ago
Well, when I think of jackals, on of my favorite creatures that pop up is Earthshaker Khenra. It's a really fun card, immediately coming down and attacking while surprising one of your opponents creatures, Plus, if they manage to take him out you can just bring him back as an Eternal for an encore. Another good jackal is Dread Wanderer, who is also a creature that is really hard to take care of permanently. i'm assuming this is a casual list, so I will also include Jackal Familiar, a 2/2 creature for one red mana. Of course, if you aren't looking for any new additions I'd just suggest cutting it down to 60 cards or so, so that you can reliably get your themed creatures out. A big reason I make a deck like this around some cool tribal idea is to see your creatures come out, as seeing them on the board is a lot funner than seeing them in the hand. and in an 80 card deck you'd like more than 30 lands or so, just to be able to play the game. After the Amonkhet block rotated out (the Egyptian themed set), these cards should be a lot easier to find, with people not using them very often anymore in competitive play.
2 weeks ago
That would depend on what way you want to go. You could go more human route since most of your creatures are humans. If that is the case i would remove Earthshaker Khenra I previously suggested for Champion of the Parish or Non Human Goblin Guide would fit in here pretty well possibly in the angel spot to make it just more agro early turn.
I am not sure if I like Dauntless Bodyguard in here after second look it just feels slow since your a rush down deck. you need something faster. Guide in that spot works well as well as Glory-Bound Initiate
Personally I am not a fan of Cartouche of Solidarity as turn 1-3 that mana could be used for a creature.
You could also go lighter on the spells, and include Thalia, Guardian of Thraben which screws over a lot of decks that are heavy on spells.
Chained to the Rocks Could a be decent card if you have mountains consistently and face a lot of creature decks.
As for side Rest in Peace, and Stony Silence is good. If there is budget restrictions maybe can work on a more budget side. Tormod's Crypt, or Relic of Progenitus are both really good also and possibly better in budget. Abrade is also good side budget.
2 weeks ago
I am not sure about Ghitu Lavarunner also. It will be hard to turn him on turn 2 - 4 with only 13 instants.
Earthshaker Khenra could be a good budget suggestion.
Dryad Militant is possiblly one of the best 1 cost 2 power creatures.
1 month ago
@Xica, Sure, but Sleeper Agent is just one creature. If they remove Sleeper Agent then that's a removal spell not used on a Goblin Guide or Monastery Swiftspear or Earthshaker Khenra. All the creatures effectively put out the same amount of damage and it's not like the deck revolves around the Agent. Quite simply it's just another Goblin Guide in essence and it's that redundancy that matters.
@DragonKing90, asustek, well that's why I'm reaching out to people for results. I can goldfish this deck and it does hit 20 by turn 4 more times than ever it does turn 5 and those turn 5 wins are on situations like keeping a 1 land hand. If you were to goldfish a typical burn deck I'm sure you'd get the same results, but then again I don't have access to any means of testing this deck beyond gold-fishing which is the reason why I posted this thread and yet people are giving me weird remarks for restating what I've previously said. I'd like to expand my efforts of testing this deck against others so that I can verify it's potential, but by myself I'm unable to - thus any person who has access to their own Modern deck I'd more than welcome running a game scenario with their deck and mine using the playtest feature as I'm highly interested in results and not speculation.
As for speed I simply disagree, this deck runs just as fast, but it's more flexible. Remember I'm trading out Lightning Helix, Skullcrack, Boros Charm with one-mana can-trips which means if that extra draw gives me any of my 16 one-mana bolt effects I've simply dealt just as much damage spending just as much mana and that's not even counting the extra damage dealt due to disabling a potential blocker as well as additional prowess triggers for casting two spells. So at worst I'm dealing 3 damage with two mana, at best I'm dealing 5 which is a considerable upgrade than the two mana spells I'm replacing, and while that extra damage is not enough to do anything crazy like consistently pulling off turn 3 wins I find that after the deck has counted to 20 it still has extra resources it can use to keep dealing damage with which is good to have if during the line of play one of my creatures gets removed early or if the opponent has gained life.
The point to make is this deck maintains speed for more flexibility - hence dynamism. A lower curve is more forgiving under tight mana conditions and cantrips make it surprisingly easy to top-deck that land you badly need/want on turn 2/3, thus I feel this deck has less bad games due to bad hands/draws than most other burn decks. That's not to say it doesn't ever have bad games, it just suffers from them less often.
In conclusion, gold-fishing does not equate to real matches hence the purpose of requesting help posting this thread, Eidolon of the Great Revel is conditional if you're on the draw or your opponent plays big spells as it clashes with whether to get more haste creatures out or not, and Sleeper Agent can be effectively another Goblin Guide or cheaper unconditional Eidolon of the Great Revel if you want to see it that way too, but while we can spend all day making this a speculation debate I was hoping that my long thought-out thread would at least prove thought-provoking enough for people to want to test against my deck as I am without the means to do that myself. Again arguing seems like such a charming way to make such a request, but getting told it's probably not worth consideration of testing due to speculation seems paradoxical to wanting to test something out so that you'd have a better understanding of it rather than relying on just speculation. It's like:
1 month ago
((READ ME: If this seems like a super massive word-wall you can read the deck description which summarizes everything, then read the "Help: section at the bottom. Thank you.))
Introduction: I've been away from Modern for quite some time and I had stopped when Splinter Twin and Birthingpod were still relevant archetypes. Now-a-days it seems the meta has sped up with faster decks such as Hollow One and Death's Shadow creating a need for speed. I wanted to see how burn was doing, after all burn is meant to be the rawest and fastest of decks just by flavor, but after watching a series of Modern players piloting the burn decks of today it has felt slow and underwhelming at least for me.
Now don't get me wrong, when comparing burn decks to other decks, burn is certainly a fast deck, but in a vacuum it's felt like this deck-type just wants to go faster but it gets clogged up with lots of 2 drop spells: Eidolon of the Great Revel, Boros Charm, Lightning Helix, Searing Blaze, Rift Bolt, Skullcrack, Atarka's Command, etc. These cards aren't bad, but they feel so clunky if they make up the majority of your hand. I asked myself, certainly there must be a way to cut down on the clunk without cutting the value. And so I tasked myself with cutting such mainstays like Eidolon and S-Blaze to build a deck that could do without the clunk.
Deck Concept: Originally I limited myself to build a burn list of only one-drops in the mainboard. I feel I had succeeded at this task, but I later chose to replace a place set of Bomat Courier for Earthshaker Khenra. More on that later. This deck particularly thrives on casting lots of cheap spells while just as easily getting damage out through combat.
Noteworthy Card Inclusions: This is a lengthy section, so I'll title each paragraph with each atypical card choice and the reasoning behind its inclusion. Do note it's preferable if read in order as the inclusions build off each other.
While Naya or Boros burn is the most prevalent of burn decks I found Mardu to be the best color combination for filling out a 1-drops only policy. While Wild Nacatl is good the lack of haste felt too much of a downside especially if top-decked in the late game. Meanwhile black supplied Bump in the Night which to me felt better than Rift Bolt as the life loss was faster and could trigger prowess on demand.
But hold on, what good is white without Boros Charm or Lightning Helix you might ask? When watching Burn playthroughs I found it a common factor for burn to lose when the match-up got grindy and drawn out as the other deck would play their bigger creatures and the Goblin Guides and Monastery Swiftspears would idly sit by unable to punch through for enough damage and thus had to be used as chump blockers as the burn player prayed to top-deck that extra bolt. I don't think this is how burn should ever be forced to play under and while Path to Exile would be a common sideboard card to remedy this issue you must keep in mind every slot you use for removal is typically a burn spell you take out. The critical thing to take from that example given is most of the time the burn player doesn't need the big threat gone permanently, however; they just need it gone for a turn and that would mean the difference of the game.
Cue Niveous Wisps and his younger brother Renegade Tactics. Now let's put these in perspective, if both of these cards read, "Destroy target creature. Draw a card." they would be playsets in every deck that could fit them. In a burn deck that's what they are, because if we knock out our opponent that turn those creatures are dead for good and we don't lose a burn slot for removal either, because the cantrip practically draws us that extra bolt anyway. In comparison, trying to landfall that Searing Blaze with 18 lands on the turn you desperately needed it never really made much sense to me. People should play their burn spells rather than have their burn spells play them.
Given these cantrips I wanted to run more creatures as they are renewable sources of damage that now had an edge against any would-be beefy blocker. The problem is that there almost isn't any other creature that plays just as good as Goblin Guide or Monastery Swiftspear - almost though.
From face value Sleeper Agent is a paradoxical card choice as it gives the opponent a free bigger creature to block with - well not quite. Let me break this down, the agent is never cast before combat, only after so our opponent's have to wait a full turn cycle if they want to hold up their brand new 3/3 - that is if they get another turn cycle. If I need to top deck a Goblin Guide to break through with enough damage and I draw this it's one in the same. Move to combat, swing, play agent, agent deals 2 damage to opponent at upkeep. Ladies and gents this is the Goblin Guide in black, a 2/3 haste unblockable. Heck if our opponents had more blockers than that extra Goblin Guide would have solved the Sleeper Agent would be better as it still gets through. Now before I hear "why not use Shock instead," Shock does not deal 2 damage to face every turn and if we need the Agent out for more than one turn this deck has the power to neutralize it as a blocker without actually removing them. (Cantrips) In essence we can bake our cake and eat it too, and if that one drop deals two bolts worth damage over three turns that's not bad. On the offense, if our opponent swings at us with it keep in mind it deals the damage to our opponent first. The first turn before our opponent's combat step its dealt 2 damage to them, 0 to us. Second turn before combat, 4 total to them, 3 total to us. Third turn (if there's got to be a third turn) is 6 to 6. Don't ever tell me burn would perform worse if the life totals for each player were set at 14. By the fourth turn even when our opponent has profited 1 extra damage, 9 to 8 are we really going to complain about a one drop dealing 2 Boros Charms worth of damage? Heck with it's consistent damage, the cantrips, and this deck's desire to break through combat I think it's acceptable just to mainboard 3 Path to Exile's to use on any other creature that isn't Sleeper Agent, because both cards have pretty good impact on the late game. Furthermore, no one from legacy burn ever complained about Sulfuric Vortex dealing damage to them, so what is a 3/3 when our life total is 3 bolts higher than theirs?
What's next - a full playset of Shard Volley. I can already sense the collective wincing and groans, but disregard your pre-established notions of this card for a second. When (almost) every card in this deck costs 1 mana you really tend not to need 3 or more lands, and when you're running 8 cantrips you tend to run into lands a lot more than you would with just any burn deck. The point is this deck can cast 3 Shard Volleys in one game and still feel good about it. (And let me tell you, having a cantrip get you that extra land when you need it in the early game feels really good as well.)
The last noteworthy card is Earthshaker Khenra which originally was Bomat Courier. Now I can make the case for either of these cards. Bomat doesn't punch like a Goblin Guide, but when you sac it to put three bolts in your hand you definitely won't be complaining. That said, I'm sticking with the Khenra just over personal preference. For me the Khenra has more immediate practicality as it is two spells molded together. One mana works as cantrips 9 through 12 making a potential blocker useless, which then follows with that extra draw giving us a 1 mana 2/1 haste. Under that logic you could argue it's like playing another set of Goblin Guides, (albeit never on turn one,) but most importantly it provides more "can't block" effects while providing another hasty body to capitalize off said "can't block" effects which I feel strengthens what this deck is good at doing - breaking through combat for more damage.
Sideboard: Sideboard list is generic. Board accordingly to your meta.
Deck Testing: I own the physical deck itself and I've gold-fished it plenty of times. I can attest that it counts to 20 real easily and it feels really smooth to play given the really low mana curve. As for events I sadly don't live anywhere remotely travelable to any place that plays competitive Modern. I do have my local circle that heavily plays casual/pauper and against those decks it does it's job well, but that in no way really indicates it's potential. The only bearing I have of it's worth is that a friend of mine borrowed the list and ended up playing it online against several Modern Merfolk decks which he said my list performed very well against. That friend of mine however won't be around to test it more as he will be gone for a very long time.
Help: As I've said I haven't been in the Modern format in a long time, and besides this deck performing consistently well in a vacuum I have no real bearing as to how well it would play in the Modern meta or how it's match-ups would differ from your typical burn list. I'm posting this here not because I'm looking to change the deck as I like putting my own unique spin on things rather than buying straight off a list. What I'm looking for is if anyone would be able to produce any form of data on how well any of this deck's game 1 match-ups would be against other prominent Modern decks. That's not to say I want people to buy the deck, (that would be silly) but if you or anyone you know happens to own a Modern deck I'd like to know how well that deck does against my deck using the play test feature on Tappedout. (My burn deck should be fairly straightforward to pilot.) I'd like to know the results just for any match-up so that I may gauge whether it's worth saving up to travel to an event or not depending on the results. No one in my local community plays Modern, so I'm without any kind of reference as to where my deck stands, otherwise I'd be able to obtain and access that information for myself.
2 months ago
Personally I think the banefire and the bombat couriers are better at dealing with the control decks. (I would bump it up to two banefires) also Earthshaker Khenra is red aggro that can become a zombie. Also if you come across decks that use Lyra Dawnbringer or Ghalta, Primal Hunger you are going to be tight on removal as you only have vraskas contempt to deal with them Murder might be useful in the side board or even Unlicensed Disintegration (unless you have side boarded you will not prot the artifact clause but with your dependence on both colours you are just as likely (or more) to hit 1BR than 1BB) or Walk the Plank in the side board and just swap them in for your cast downs.
2 months ago
Doesnt that put the mana curve a little bit high? id consider having 2x Pia Nalaar and 3x Earthshaker Khenra as you want the curve to be a little bit lower and the eternalize, As much as i like Ahn-Crop Crasher it just doesnt have as much use as Khenra does.
if Ahn-Crop dies then it would only be able to be used used to exile for Scrapheap Scrounger , if khenra dies you can eternalize or exile to get scrapheap scrounger back. Also pia will net you a thopter artifact that you can use to block fliers, use for the 3 extra damage with Unlicensed Disintegration and to prevent blockers.
it would be more utilitarian to use khenra and pia in my own opinion. but let me know how it goes if you get a chance to test it out. i could be wrong, however 26 creatures seems to be quite optimal for rakdos builds atm. What you might be doing might be for the meta at Eternal correct jaermsplays? also how well does Cut fare for you?
2 months ago
Honestly Cut // Ribbons is a bit slow, and as much as i love the idea of it, having 1x of it might not be advantageous. its a slot easily used to sideboard in better cards during specific match ups, but in mainboard whats the chance of drawing it? its nice having the ability to kill a 4 toughness creature, however it would be better to use Fight with Fire as Lyra Dawnbringer is a thing that you want to beable to clear from the board by using something other than Glorybringer & Unlicensed Disintegration (And its a good card for long games against control or people with mid range aggro decks) You have a ton of good removal that would help to kill 5 drops or Lyra in general but siding in one of these might be a good idea. OR you can use the slot to put in another Banefire or Abrade.
to be consistent id suggest the sideboard be
Many decks use both.