Last One Standing
Choose a creature at random, then destroy the rest.
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Last One Standing Discussion
3 weeks ago
With this deck being very aggro-centric and relatively low CMC, you are going to run out of cards in your hand. Not a fun situation to be in. So I would recommend Dark-Dweller Oracle and Rummaging Goblin as some synergistic card advantage. For just straight good card draw, I would lean into your black card draw spells such as Sign in Blood, Night's Whisper, Read the Bones, Ambition's Cost, and Blood Divination.
A tutor or two wouldn't be bad idea. For this deck I would look at Diabolic Intent. With it's current reprinting in Battlebond it is also somewhat affordable.
Speaking of Battlebond, I would also look into Last One Standing as it is a fantastic and cheap (both CMC and money-wise) board wipe.
4 weeks ago
@seshiro_of_the_orochi Thanks! I did consider Zurgo Bellstriker and I think you're right that I should get them in there so that a turn 2 Mindblade Render could start drawing me cards. I considered Brighthearth Banneret too and originally decided cost reduction wasn't as important in a deck that effectively tops out at 5 CMC, but the cost reduction would help me play multiple small creatures in a turn and use up the extra cards that I'll draw. I think that's a good idea and I'll probably try to get them in there. Flamerush Rider doesn't do much, you're right, it's gone! Ignition Team is in there because Alesha, Who Smiles at Death can bring it back, and it would be quite large in a multiplayer setting (and scary with Double Strike) but I think you're right that it should be cut. Cutting Zurgo Helmsmasher I could see, basically all he does is whack really hard but he'd die to removal real quick; he does hit really hard though. Garna, the Bloodflame is the one I'm most reluctant to cut, she can save all my dudes when someone board wipes, and she's great as a follow up to Last One Standing. Thanks again for your suggestions, I think they'll make the deck quicker and better!
1 month ago
I have several suggestions...
Metallic Mimic - Abuse those etb/death triggers on everyone's turn instead of once per round. It doesn't need a lot of creatures of the same type... i.e. name zombie and sac Gary over and over. If you add this, I'd replace Merciless Executioner with his zombie twin Fleshbag Marauder.
Spellskite - You can redirect the same spell/ability on the stack to set your life where you need it... and using it normally is great too.
Sadistic Hypnotist - Discard seals games.
Goblin Bombardment - Excellent sac outlet here and you can always hit yourself to get off the throne.
Cards I'd cut:
Dreadbore - unless you've got superfriends decks you face consistently.
Unstable Obelisk - I know enchantments are a pain but wow this effect is expensive.
1 month ago
Hey! Thanks for the mention. I'll do my best.
An interesting mix of casual, competitive, and vorthos. Not sure how it's gonna work for ya but seem fun!
I'll start with 15 cuts for you:
- Dack Fayden - Yeah he's got some draw and some steal, but your deck isn't really equipped to take advantage of his ultimate, meaning he'll always be sub-optimal.
- Liliana Vess - Not a huge fan of single target discard. It'd probably be better just to run a tutor(as that's what I'd end up using her for)
- Disrupt Decorum - as much as I love this card, it seems like this deck wants to discard/counter/kill/steal your opponents creatures, so this won't do much I'd imagine
- Entreat the Dead - I think you have enough recursion so cut the weakest IMO
- Last One Standing - Vorthos decision. The randomness doesn't sound like Bolas ;)
- Thoughtseize - Again, not a fan. Who do you know who to target? What if one of the other 4 players has a god-hand and you choose wrong?
- Oppression - Doesn't this kinda hurt you a lot? Meta call. Who casts the most spells every game? Who are yuo trying to hurt the most with this card?
- Mind's Dilation - At 7 mana, this card is a 'value engine' when i like my 7 mana stuff to be 'game winners'
- Painful Quandary - Your opponent will choose what is best for them and thus this card will have little effect for the 5 cmc cost.
- Stranglehold - Meta call. How big are tutors in your meta? Extra turns? How much will this really hurt your opponents?
- The Eldest Reborn - Also not a huge fan of the sagas. Inflexible. Uncontrollable. Some one could easily hate out the graveyards in response to chapter III.
- Worldgorger Dragon - Maybe there is a combo I'm missing here...
- Gem of Becoming - Very vorthos but not very good.
- Library of Leng getting rid of the discard that hurts you also leaves this obsolete.
- Arcane Denial - I really dislike this card personally.
Those are my thoughts on cuts, sorry if I've stepped on some toes-been out of the game for too long!
I'll be back with more help if you need it! In the mean time, if you want to return the favor and check out my newest brew, I Will Survive | Varchild EDH, I'd appreciate it!
1 month ago
If you do need another boardwipe, I have a few budget suggestions. Last One Standing has a really small downside on a 3 cmc wrath. Jokulhaups which is admittedly douchey since Marchesa brings your creatures back, but finishes the game fast. Depending on your meta, Arcbond can be really good also due to instant speed.
1 month ago
Favorite Shard: Grixis
Manipulative, cruel, powerful. Edicts, burn, bounce, counterspells, everything control can be found here, and with a handful of evasive, aggressive creatures to swoop in with once you've established control of the board, or you can play the slow-burn game with effects like Nekusar, the Mindrazer. Put your opponent(s) on a clock and deny them the ability to stop it. Plus their ability to run some of the meanest creatures in the form of things like Kederekt Creeper, Baleful Strix, Master of Cruelties, etc. So much fun to be had.
Favorite Wedge: Abzan
Relentless power. I love Abzan because of its resilience, strength, and versatility. I'm not a huge fan of a lot of Abzan specific cards, but being able to run things like Animate Dead, Sun Titan, Brave the Sands, alongside gigantic green creatures like Ghalta, Primal Hunger, Ghoultree, Avatar of Might, etc is just incredible. The incredible suite of removal that B/W brings to the table in the form of Vindicate, Anguished Unmaking, Utter End, etc, combined with the might of Green creatures, further compounded by the volume of powerful reanimation effects these colors all have, builds a powerful, versatile deck that just never gives up. I've run Abzan decks that have had their most crucial cards hit with Slaughter Games type effects, and they still didn't stop, didn't slow down, and pulled out a win.
Favorite Allied Guild: Rakdos
Rakdos just knows how to throw a party. Every time I've built Rakdos I end up having fun, win or lose. Chaotic game-changers like Everlasting Torment, Havoc Festival, and Sire Of Insanity just bring a lot of shenanigans to the table that people just aren't prepared to deal with. Terminate is one of the kings of removal. Cards like Backlash, Delirium, and Rakdos Charm punish a variety of opposing playstyles. The individual colors also contribute a lot to your ability to handle creatures, and create even more chaos. Endless Whispers, Scrambleverse, you name it.
I cannot wait to get my hands on Last One Standing.
Favorite Enemy Guild: Simic
This one is simple, these two colors compliment each other so well it's insane. There is almost nothing that exists in this game that Simic cannot do. Green's weakness is its inability to manipulate the board much without combat. Blue's weakness is in its board presence and creatures. They are ideal together. Ramp, removal, aggro, counterspells, creature control, resilience. Simic has all its bases covered, and with just two colors. Mystic Snake, Trygon Predator, Kiora's Follower, Plasm Capture, Voidslime, Simic Charm, these cards are amazing, and that's without getting into the mono-color cards.
I'd also like to throw out some love for "Growth", the combination. The only pure Growth cards we have thus far are Atraxa, Praetors' Voice, and Witch-Maw Nephilim, but boy what cards they are. But the colors themselves are awesome together. G/U's flexibility, W/B's removal, much less other multicolor synergies, access to Abzan cards, Sultai cards, Esper cards. Obviously the mana base gets complicated fast, and it can be hard to handle, but if it works, it works.
1 month ago
Gleeock Oooh I love the deck! Nature's Revolt seems pretty disgusting in this kind of build... I secretly love it. I also didn't know about the "hunted" cycle! Seems really interesting and it looks like it might be exactly what this deck needs. I can make my opponents attack every turn, but when they have no creatures to attack with it doesn't really help anything. Also Varchild, Betrayer of Kjeldor looks even better now that I take another look at her; I'll have to consider her for this deck too.
As far as redirect spells are concerned, I'm not sure what I would use them on! There's nothing really that this deck plays that needs to be protected from targeted removal except from Xantcha herself and maybe a couple huge enchantments like Havoc Festival. I LOVE the redirect spells in my Zada, Hedron Grinder deck because they effectively work as counterspells for my opponents' counterspells, but not sure how they would really help in this deck. Can you explain a little further?
scumbling1 Thanks for showing interest!! It's still a little too early to tell what's good and what's not but I was able to play two games with her using a proxy for the commander (because my cards finally arrived a couple days ago!) and I'll give you my first impressions below before I give a "formal" update after I get to jam a few more games.
First game I played went pretty horribly. Got mana screwed but I think that was moreso bad shuffling and WAY too greedy of a keep (2 lands and a Star Compass). I was only able to get a Spellshock and Xantcha to stick in the early game. Xantcha was great because I was able to use her activated ability to try and draw myself into lands, but I had to go about 4-5 cards deep before I even found another land. By the time I was able to play Painful Quandary my opponent combo'd off and took out the table. The deck ran 9 mana rocks and 35 mana producing lands (excluding Glacial Chasm and Maze of Ith at the time, which I felt was plenty. I added Thaumatic Compass Flip to help consistently get land drops and change into a functional Maze of Ith for the late game, but might also replace one or two of the weaker mana rocks with a 36th/37th land for more early game consistency. I'd want to play a few more games though since this was a greedy keep and the first game I've played.
Second game was MUCH better. My opening hand was 3 lands, Sol Ring, Last One Standing, War's Toll, and Manabarbs. Thanks to the early ramp I was able to get Xantcha and my damage dealers online much quicker. I drew into Eidolon of the Great Revel (which didn't really do much damage that game), Furnace of Rath, Spellshock, and Exsanguinate. Unfortunately, we made a ruling mistake that allowed me to do much more damage than I was supposed to. We didn't know that War's Toll's trigger doesn't draw the mana from your lands when you tap them. Because of that, Manabarbs ended up dealing about twice the amount of damage it was supposed to. With that all being said, I was able to play Furnace of Rath, have it survive a turn around the table, and then Exsanguinate (where x=7) for 14 damage and gain 52 life. Then for the remaining player, I cast Mob Rule to take the majority of their blockers and knock them out of the game. Even though there was the ruling error that caused me to deal more damage than I was supposed to, the deck was still sitting in a prominent position and probably would have won regardless. The only complaint I had with the second game was that it took until ~turn 4 before I felt like I was really impacting the game. I wish there were more cards like Harsh Mentor, Eidolon of the Great Revel, or Pyrostatic Pillar that I could replace some of the top-end cards with. I really wanted to order Polluted Bonds for the deck for the constant damage and lifegain, but considering the curve of this deck I think I'll hold off on it.
No more major changes slated until I get to play a couple more games with it! Like I said, would love to add more low cost cards.
1 month ago
Well I'm back again with more suggestions.
Drana, Liberator of Malakir allows you to attack away from the throne when needed and deserves a slot.
Consider Legion Loyalist, the haste on this guy makes him a nightmare for your opponents, first strike/trample is real, and Marchesa brings him right back if they waste a blocker/removal... all for 1 mana. Other hastey creatures like Falkenrath Aristocrat, Zealous Conscripts, and Yahenni, Undying Partisan get counters immediately and are really good in the deck. Haste in general is great here lol, consider Urabrask the Hidden and Ogre Battledriver.
I'd run Last One Standing over Bontu's Last Reckoning also.
Feast on the Fallen, Skull of Orm, Star of Extinction, Bontu's Last Reckoning, Slumbering Dragon, Scorched Rusalka, Demanding Dragon, and Nicol Bolas, Planeswalker are what I'd suggest for cuts.