Creature — Human Berserker
SoulbondAs long as Lightning Mauler is paired with another creature, both creatures have haste.
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Lightning Mauler Discussion
16 hours ago
@n0bunga I'm currently testing out a list that runs that Flash Hulk line, except I use Body Double instead of Phyrexian Delver. The 5+ mana-cost creatures make it trickier to run Ad Nauseam and there are times where you have them stuck in your hand without being able to contribute to any of your other combo lines. Mikaeus can't even give HD persist to help save it from removal, so I've found him hard to even justify as a reanimation target. However, the combo line does offer you another option if one of the Mogis/HD package cards is stuck in your hand. Not sure if it is worth it though, unless you are like me and don't own a copy of Ad Nauseam.
@Lilbrudder On the topic of the Mogis/HD package, I want to ask your opinion on something. I'm running a similar list to this one, but I have Thrasios and Vial Smasher as my commanders, giving me access to red. Keeping in mind that having red lets me run Wild Cantor, would it be worth replacing Mogis's Marauder with Lightning Mauler? I would be able to grab HD, Lightning Mauler, Wild Cantor, and another 1 drop like Hapless Researcher, use the the Mauler to give HD haste, and sac Cantor for the mana to activate HD.
I'm trying to decide whether the Mauler or Marauder offers more utility. Mauler has the option of being played from hand turn 2, and then I can threaten to cast AND activate HD every turn after that. But with the Mauler, I'll only ever be able to give 1 other creature haste. The Maruader can work with Vial Smasher out of my command zone to help make sure that I'll always be able to give 2 creatures haste, so if Deathrite Shaman is in my graveyard I would still be able to search out another mana dork and give it haste to help activate HD. The Marauder would also let me use either the Shaman or Cantor to get the mana needed for HD, whereas the Mauler would only work with the Cantor. With the testing you and LabManiac_Sigi have done, which would you say is more convenient for how the deck usually plays out?
1 week ago
I think the biggest way to improve this deck right now would be to make it either mono-red or mono-black. Having lands that enter the battlefield tapped is a serious problem for an aggro deck and not being able to cast your spells on curve because you've got the wrong combination of red and black is going to slow the deck down a lot too.
Red is the easiest to make a good creature aggro deck with, so I'm going to recommend cards for that: Goblin Bushwhacker, Reckless Bushwhacker, Rakdos Cackler, Falkenrath Gorger, Burning-Tree Emissary, Lightning Mauler, Firedrinker Satyr, Foundry Street Denizen. Basically, I think that you have to have a really good reason to include a card that costs more than 2 mana both so you can run a low land count and not get mana screwed and so you can deploy as many threats as possible as quickly as possible to overwhelm your opponent and none of your expensive cards at the moment justify their inclusion.
1 month ago
I had Massacre Wurm in, and didn't really care for it. Elesh Norn, Grand Cenobite does the same thing ETB besides the burn effect, but when it comes in with Unburial Rites It's all around more powerful, especially if I have a Grave Titan come into play.
Cloudshift is another one I will look into as well.
Thanks for the suggestions!
1 month ago
2 months ago
To help you out the best I would say you need to focus the deck more. In a nutshell, as I see it, you have 3 ways to play in MTG; You make your opponent answer what your doing, You answer your opponent and you answer you opponent till your ready to play. "You make your opponent answer what your doing" aggro and burn are your prime exp. here (some times combo falls in here too like strom). Both of those deck archetypes don't care what your doing, they are all in game plan and for the most part don't run a plan B. "You answer your opponent" is every ones love to hate decks control decks and fog like decks (combo offent falls in here). Going in shields up, answer every threat their opponent plays till they play their Door to Nothingness(i win card). Midrange is "You answer your opponent and you answer you opponent till your ready to play", the typical game plan is to pave the way for you bigger creature by either Thoughtseize way their answers your your threats and/or ramping to get them out.
What I want to get at with out sounding pretentious ass, stream line the focus. From the sound of things you like the synergy of Champion of the Parish and Thalia's Lieutenant. Running with that I would drop Brion Stoutarm (4 drop with low board Impact and we were over how fling is just more win), Gather the Townsfolk(W/out a champ or Lieutenant on the field it feels like a dead card) and 2 Thatcher Revolt (same as towns folk but, does have chance at crazy output with the nut draw). Add in 3 Lightning Berserker (casting it with dash) and 3 Norin the Wary also, add 4 Lightning Helix. Kari Zev's Expertise has to go (cute combo with fling but, really you don't want to answer their creatures right?) along with Soulfire Grand Master (doesn't do much in this deck) and 2 flings for, 4Burning-Tree Emissary and 4 Lightning Mauler. In short Naya Humans w/out green, for more deck ideals thiers Stake Sisters looks fun as well and Burn is also, a thing.
2 months ago
I play Zurgo a lot in 20 life, and I know that the format is very different, but in general we want to be doing the same things. In 20 life you can very reliably go for a heavy burn plan and have it work out well. This strategy is in my opinion very sub-optimal at 30 life. I think you basically want to be as heavy on the beatdown plan as possible. 30-life zurgo was basically a meta-gaming deck, if you see a lot of control decks, this is were you want to be, Green meta-game = not so much. From what I understand of the format for 1v1 commander online, it is heavily slanted to control(vial smasher etc), and somewhat combo (baral). This means that Zurgo is in a good spot, however if the Nissa/Azusa decks get very popular, or more hate bear style decks come up Zurgo will get much worse.
Here are my suggestions for your deck, cut the following:
- Bomat Courier
- Chandra, Fire of Kaladesh
- Countryside Crusher
- Grenzo Havoc Raiser
- Hazorent the Fervent
- Jaya Ballard Task Mage
- Legion Loyalist
- Sin Proder
- Dangerous Wager
- Faithless Looting
- Kari-Zev's Expertise
- Lava Spike
- Molten Rain
- Wheel of Fortune
Some of these are too slow(Wheel of Fortune, Skullclamp), some of there just aren't efficient enough for 30 life(Lava Spike), and some are just outright bad (Bomat Courier, Sin Proder etc.).
What you want to look for in your cards is the following; repeatable sources damage (mostly in the form of creatures though artifacts and enchantments are great sources as well) or the ability for your instants/sorceruies to kill creatures as well as deal damage to players.
Here is what I would add to the deck:
- Lightning Mauler
- Mardu Scout
- Mudbrawler Cohort
- Speedway Fanatic
- Valley Dasher
- War-Name Aspirant
- Thriving Grubs
- Hellspark Elemental
- Eidolon of the Great Revel
The deck's best hands are turn one zurgo, turn two 2-cmc creature (preferable hasty) so I've tried to maximize the number of 2-cmc creature to ensure this happens as often as possible. If you end up wanting more 2-cmc creatures I suggest looking towards Ember Hauler or Goblin Bushwhacker
Next lets add a little beef to your threats:
Hero is essentially, Hellrider # 2 so it is great. Heelcutter is great at allowing you to spend you mana every turn, and also Superb against single blockers. Koth is just an outstanding card that allows you to diversify your threats in the face of wraths and can win games single handedly.
Instants and sorceries you should add:
These are efficent and you are already playing effective copies of 3 of the cards. If you find yourself running into more blockers, or the meta game is more green, I would look to the following cards: Flametongue Kavu, Chandra, Torch of Defiance, Flame Slash, Mizzium Mortars, Roast. These are great at clearing paths for your creatures to get through uncontested.
Personally I am not a fan of either Chandra, Pyromaster or Outpost Siege as they feel tough to maneuver around counterspells and are very slow against combo. As a result I would cut them and play Flame Slash and Forked Bolt (which feels great against many of the x/1 of the format).
In terms of your mana base, if you are playing grim Lavamancer, you should be to play all the red fetches. Encroaching wastes should be wasteland (I'm sure budget is a big concern here but even still I would just cut it), Rishadan Port is another great land you aren't playing. Mutavault is excellent to help with flooding. Hellion Cruicible seems a little underwhelming, and honestly most of the creatures in the deck have hast so Hanweir Battlements seems like a pipe dream to try to meld, however I think it is mostly a free roll if you are dead set on playing it. Barbarian ring is another card you could be playing, and so is teetering peaks. I also tend to play 37 lands as it is roughly equivalent to 22 lands in 60 card decks, and you are trying to cast 4 drops in this deck but 36 should theoretically work.
Best of luck!
2 months ago
It's a decent enough synergy, Darsul, but it doesn't really seem necessary; Champion and Lieutenant are powerful enough just be being in a deck full of Humans without trying to find extra ways to trigger them. I feel like the advantage of would be Burning-Tree Emissary/Lightning Mauler, which can can result in some really explosive starts, plus the access to burn spells but I can't really risk having many non-creature spells in my deck because Ancient Ziggurat makes up a big part of my mana-base for budget reasons.
3 months ago
robbnoble you make some good points and I do believe Lightning Mauler will be a great addition, even with my creatures that pull tokens out as well. I don't really undervalue Lightning Bolt, I just over value Deflecting Palm because of how strong it is in another deck that I have but I just need to remember that this deck runs completely different. But I have finally decided to make the change.
Can I ask your opinion on Iroas, God of Victory? With how many creatures I have I feel like it will be devastating but at the same time I'm curious if he is needed.