|Commander / EDH||Legal|
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|Journey into Nyx (JOU)||Uncommon|
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Creature — Minotaur Warrior
Deathtouch Other Minotaur creatures you control have deathtouch.
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Felhide Petrifier Discussion
1 month ago
1 month ago
It really depends on what kind of control you are talking about here.
control is a lot different from control.
Control that uses red and / or black would probably still be a thing. Killing creatures with low-cost spells so you can free up for attacking is a legit strategy that works extremely well. That's why I always run a playset of Dreadbore and Terminate in my Rakdos decks.
But control that uses white and / or blue wants to sit back, stop your spells from being played, return shit to it's owner's hand, and make you recast it so you burn through your resources more.
Rakdos Control is more akin to bringing a shotgun to a knife fight, whereas Azorius Control is more like taking the primer out of the shells and sporting a Riot shield.
If you're asking how the game would be different if Rakdos Control never developed, the answer would most likely be that players would keep trying to out-pace each other to get the most creatures out. You'd see Ramp and Aggro really take off as players tried to play their entire library faster. Probably a lot of Instant pump spells, and probably recursion tricks.
If you're asking how it'd be different if Azorius never developed, you'd see players less hesitant about casting their spells. There'd be more carelessness in the game as it doesn't matter if you screwed up something - there's little to no repercussion. Players would probably go as big and as nasty as they could get. Tempo and Zoo would be outrageous as nobody would see a reason to hold back.
Since both are a thing, we see players flexing different strategies, trying to find a balance between playing fast versus playing smart.
That's just my opinion, though. But you can even see this throughout Magic's history.
Take Elves, for example. Hardcore Elf players didn't go up against tons of mass removal in the early days. You played without concern. Without regret. You played as fast as possible.
Now? Elf decks still exist, but there is more caution. Which elves, what abilities, and which tricks are you going to be using?
I once played an Elf deck who brought out as many guys as he could by T9 (3v3 match) and tapped into as much mana as possible, dumping it all into Ezuri, Renegade Leader for some massive potential.
I tapped three lands and dropped an Unlicensed Disintegration. He completely stopped everything and had to read my card several times before ending his turn in frustration because I killed Ezuri before his abilities resolved. (Protip: That's why you play slow and wait to see if your opponent Instant-drops you. Then you add on the rest in response.)
(That's 58 or so damage, btw + the 3 from Unlic. Dis.)
So, how would Magic have evolved if control wasn't a thing? We'd see a lot more "Elf" decks, where you go big and wide and fast without concern. Players wouldn't hold back, or plan a strategy. You'd still have asshole players who try to combo for the biggest bang for their bucks (Tribal would still be a thing; And yes I am that asshole player ;3) but you'd see a lot more Zoo as the dominate archetype.
TLDR; No control = No worries. Play big or go home.
1 month ago
The Allies that spread player's life totals farther and father apart. I combo this with things like Harsh Sustenance for more potency.
Then, I pay into Killing Wave and take the massive hit to my life total and keep all my guys and watch my opponent's struggle to decide what they want to keep. They usually end up sac'ing the majority of their weaker guys, which leaves them more or less defenseless for a full-swing win.
Alternatively, I choose to pay no life and sac my entire boardstate, letting Zula bring me to victory.
I've also got a Rakdos Minotaur deck that combo's Felhide Petrifier with Anaba Shaman. That's hilariously potent. What's worse is when Felhide partners up with a fully level'd Lord of Shatterskull Pass.
2 months ago
Nice deck magicsheep! Rageblood Shaman would be a great card to add. While it is tempting, I feel like Vanquisher's Banner is too slow for the deck. Maybe replace it with the classic Metallic Mimic? If you want, Felhide Petrifier could allow you do attack and block with more confidence. Ragemonger is so good, I would add 3-4. Oh wait...I wasn't paying attention to the fact that this is a Standard deck. Oh well. Keep up the good work, and I hope my suggestions help.
3 months ago
If you want Minotaur Tribal, then you should definitely consider Kragma Warcaller, Rageblood Shaman, Ragemonger, Felhide Petrifier, and Didgeridoo. Maybe you can consider Heartless Summoning for cheaper creatures at a minor cost to power/toughness.
3 months ago
NuclearSmiles Felhide Petrifier has been a card I've considered but never really tested out. It seems underwhelming in comparison to the +1/+1 trample, and +2/+0 First strike abilities of Rageblood Shaman and Neheb, the Worthy respectively. It also has poor synergy with Fanatic of Mogis and doesn't work as well with Ragemonger as the previously listed lords.
3 months ago
Colten, the problem with Tron is it relies heavily on massive threats that are big and extremely hard to remove in combat. Here's an example. This deck placed 1st at SCG Modern in New Holland.
And what's the problem with this deck? FIVE creatures. Sure, six Walkers too. But you can only have one of each out at a time.
Compare that to this thing. 24 creatures.
This deck will get creatures out more frequently. In many cases, quantity can vastly outweigh quality. Just look at literally any Zombie token deck. 2/2s aren't that impressive but if you've got 10 or 20 or even 200+ of them suddenly you are nearly unstoppable short of boardwipes. And yes, I have a Golgari Zombie Token deck that can pump out 200+ tokens in a single turn using a combination of Liliana, the Last Hope, Endless Ranks of the Dead, and Doubling Season.
My point is, it doesn't matter if your opponent has 2 or 3 big creatures out. If you've got 10, they won't be able to stop you. And, respectfully, I don't care if you have a 100/100 Indestructible / Hexproof monster. If I block with a 1/1 Spirit, I prevented that damage. Trample is vastly underused, IMO.
Shift gears into running removal and you're looking at an even harder time. I've stomped an Elf deck with a Minotaur Tribal that runs a playset of Terminate, Dreadbore, and 3x Unlicensed Disintegration while the spine of the deck is a playset of Felhide Petrifier, Rageblood Shaman, and Neheb, the Worthy along with other staples such as Lord of Shatterskull Pass (When he's Level 6 with Felhide out, bad things happen), Anaba Shaman (Felhide makes him a sharpshooter) and Kragma Warcaller for bonus points. I'm currently redesigning for Angrath and more aggressive disruption.
I've also got a Mono-Black Demon Tribal that's decimated many decks because it forces sacrificing passively. That is to say, creatures such as Indulgent Tormentor and Blighted Fen make it so my creatures and lands also sit in as removal plugs.
Sometimes cheap removal and an army of low-grade creatures is more effective than one single big cannon.
A tank can fire once and it may be devastating, but a constant barrage of shotguns is just as deadly.
Going wide is always a legit option. That's why Abzan works. That's why tokens works.
Never underestimate the power of overwhelming forces.
4 months ago
why not run Felhide Petrifier main board? All creatures become a huge problem.