Creature — Devil
If a source would deal damage to an opponent, it deals double that damage to that player instead.
Printings View all
|Game Night 2019 (GN2)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Fiendish Duo Discussion
3 weeks ago
3 weeks ago
I am a fellow torbran player and these cards are some of my better pieces.
1 month ago
Your deck seems a lot more solid now! You've got good ways to generate advantage and to ramp, now we've got to work on upgrading your removal and getting the synergy in your deck down better.
You've got a copy of Lightning Bolt in your deck, and while I do think the card is underrated, there are better options that should go in a deck before it. Lightning Bolt is a nice one mana, and can kill a lot of common creatures, but also misses the mark on a lot of other common, important creatures. White is the premium color for removal, so you have a lot of options. You have some of the most efficient removal spells in the game with Path to Exile and Swords to Plowshares. You've got enchantment form removal to hits any nonland with stuff like Banishing Light, Oblivion Ring, and Grasp of Fate. You have Creatures that do the same for creatures like Banisher Priest and Fiend Hunter. You have the great new Generous Gift, and you've got plenty of ways to hit artifacts and enchantments like Return to Dust, Heliod's Intervention, Crush Contraband, etc. Then of course, white also has plenty of board wipes, pick the ones you like.
I recommend adjusting your removal count based on play experience. At the end of each game, ask yourself if you felt your deck lacking removal or not. If you did feel lacking, add more in. If you felt you had too much, take some out. Now of course you don't have to remove every threat in the game, the other players will remove each other's things too, but in those key moments it's good to be able to wipe the board or to shoot down that key piece that's gonna swing the game in that person's favor or save your life.
The other thing I noticed in your deck is the tribal synergies. From what I understood, you said you wanted double tribal, and I'm guessing those two tribes are soldiers and angels, or soldiers and humans. Either way, the tribal synergies seem to be a bit lacking. There don't seem to be enough creatures of each tribe to really benefit from the payoff cards, so you might want to look into adjusting the number of tribal cards and payoffs, or ditching the tribal aspect.
Really though, I wanna hear how the deck has been running and how you've liked it. Boros is a lot of fun to play if you like aggression, so I want to hear if you've been enjoying it. Above all card suggestions, having fun with the deck is what is most important.
1 month ago
Hello WarpedZerghead and thanks for your suggestion :)
In addition, Furnace of Rath is nice but I find upsides to each other damage doubler I actually run.
2 months ago
But I didn't say tutors, I was talking about how design has been exploring parallel effects & political cards & doing it in a way that feels color specific. has been making everyone play with parallel card draw for pain, also political bomb-plays Allure of the Unknown, Captive Audience. hsas a political bargaining card that happens to be a tutor. has been using balance-type effects for awhile now, hopefully they continue to explore. has Fiendish Duo.
2 months ago
You might like these: Aurelia, the Warleader, Gisela, Blade of Goldnight, Fiendish Duo, Bruse Tarl, Boorish Herder, Goldnight Commander, Leonin Warleader, Krenko, Mob Boss, Assemble the Legion, Grenzo, Havoc Raiser, True Conviction, Prophetic Flamespeaker, Waves of Aggression, World at War, Chance for Glory
2 months ago
Wow this is something. Thoughts on these? Panharmonicon, Conjurer's Closet, Lifeline, Fiendish Duo, Mana Geyser, Mana Echoes, Humble Defector (in case an opp has no dudes), Twinflame, Anarchist, Bag of Holding, Hazoret's Monument, Mindmoil, Alhammarret's Archive, Knollspine Dragon, Diamond Mare, Impact Tremors
3 months ago
king-saproling Agreed. Marisi brings some fresh dynamics to the board state. When I started playing with my current playgroup I noticed how often they would go infinite and outright win the game with various combos (something I wasn't very used to in the past). Tutoring for specific win conditions didn't seem nearly as fun or dynamic to me but, I still wanted to be viable within the pod. Marisi has allowed that, literally forcing every single player into awkward interactions. It's been a lot of fun watching high power level combo decks squirm and try to work around the disrupting mechanics. Also, thanks for the suggestions, a few of the cards I've looked at before and are possibly still considering are, Nacatl War-Pride, Keeper of the Fables and Herald of the Host. One with Nature and Fiendish Duo I'm not super familiar with but I like quite a bit, thanks for that.