Creature — Human Berserker
When Mogis's Marauder enters the battlefield, up to X target creatures each gain intimidate and haste until end of turn, where X is your devotion to black. (Each B in the mana costs of permanents you control counts towards your devotion to black.)
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Mogis's Marauder Discussion
1 week ago
2 weeks ago
invigorate_berserk10 Nah its actually a hermit druid line solved by monkeryz. The pile is Deathrite Shaman, Mogis's Marauder and Hermit Druid. which allows us to activate hermit druid for free as soon as he comes into play then dread return flashback nooze for the win.
1 month ago
Definitely looks stronger than before. Though I will say imho that I think the strength of the deck lies in the interaction of Mimic and Lord of the Accursed. I don't know if you played Theros Block Standard, but Mogis's Marauder single-handedly carried a BR aggro deck to a GP win. Not that that's the goal, but when mimic is making things much bigger, screwing their blocking goes a long way. For that reason I am also looking at going BR instead of BW just for the reach that can come from burn. Also, I <3 Bontu, but I am not sure how well he fits in the list as is. He seems much better when you have cheaper ways to sac and attack rather than paying his built in cost. Just a thought but maybe try cutting him for Lord and see how testing goes. Anyway, thanks again, your shell just shortened my brew process a lot.
1 month ago
As long as you're doing monoblack with lots of black devotion and Swamps, I would also recommend Korlash, Heir to Blackblade, Nightmare, Gray Merchant of Asphodel, Nightmare Lash, Squelching Leeches, Abhorrent Overlord, Erebos, God of the Dead, Mogis's Marauder, and Sanguimancy.
I think you would have a lot of success in this deck if you made it a little more Voltron-y around Drana. ★★★☆☆ Let me know what you think of the suggestions. Good luck.
2 months ago
@foxboy93, for Hexproof I'd recommend pairing with Impact Tremors or Zulaport Cutthroat. That aside I feel even if you're to go for the kill with a sac engine you should be running Goblin Bombardment and give a moderate consideration to Blasting Station since its still better to win ten times out of ten than nine times out of ten, but I'm incredibly picky so its just my perspective on the matter. I just don't like small loop-holes that ruin the combo you assembled.
I feel like a non-graveyard based combo is a really big question to answer. If your deck generates mana like no ones business I'd recommend Mana Echoes + Myr Matrix for the slow terrifying kill your opponents can't stop. Another cute one is Sword of Feast and Famine + Aggravated Assault and if you're really banking to have every hit connect I'd suggest putting in Key to the City, Darkest Hour, Break Through the Line, Nether Traitor, and Mogis's Marauder. If you want a combo that involves putting in even smaller spells you could try risking it to build Isochron Scepter + Final Fortune + Sundial of the Infinite in which Shred Memory would be a good friend of yours which tutors any of the pieces of this infinite turn combo. My personalized non-graveyard combo is Kiki-Jiki, Mirror Breaker + Thornbite Staff and then take any creature and a Goblin Bombardment to sac the token copies infinitely.
2 months ago
My deck: http://tappedout.net/mtg-decks/alesha-who-smites-death/
I've been having trouble lately landing infinite combos with Alesha who Smiles at Death. The combos I like pulling off involve the graveyard and work very well to my liking, but heavily fall apart to cards like Leyline of the Void, Rest in Peace, etc.
To counteract this I'm trying to go infinite with cards that don't use the graveyard, but many of those combos I've been finding very highly unsatisfactory. Instead I've came up with a new approach. If I can generate an infinite combo the produces infinite red or colored mana and I have either Blasting Station or Goblin Bombardment I can cast and sacrifice my commander, Alesha, Who Smiles at Death, infinite times killing my opponents. I'm just unfamiliar with infinite mana-combos in my colors that also don't use the graveyard. Any ideas? (Skip past the break below if you aren't going to ask whether I've tried a speific non-infinite mana combo.)
Extra: List of Non-Graveyard combos that I've already tried and won't reconsider. (Please don't recommend I try these. I've used many of them before already, and they're not reliable enough to my liking.)
Splinter Twin + Village Bell-Ringer Cons: I have to wait a round of turns after drawing Bell-Ringer after drawing it to mitigate summoning sickness before going infinite. I'd rather have something more instantaneous so I have more options to choose from when deciding to go off.
Ad Nauseam + Angel's Grace + Sickening Dreams OR Mana Geyser + Reiterate OR Dualcaster Mage + Heat Shimmer Cons: You have to cast all combo pieces at once rather than set up over a few turns in advance which requires usually completely tapping out. Also if the combo is thwarted it's too much trouble in Mardu colors to recur instants and sorceries from graveyard back to hand just to reset it.
Teysa, Orzhov Scion + Darkest Hour + Goblin Bombardment Cons: I've tried pretty hard to make this combo work, but for some reason having an extra creature to sacrifice makes this combo a little too unreliable for my liking.
[Any combo that involves milling] Cons: My playgroup runs the Eldrazi Titans meaning they're impossible to mill. Adding graveyard-hate interferes with my other combos and adds another piece to the mill-combo.
Parallax Wave + Opalescence + Impact Tremors Cons: Half the time this works. You can preset up Opalescence and follow up with Parallax Wave some turn later once you draw into it, but not the other way around since Parallax Wave has fading which becomes an unreliable clock to get Opalescence if you preset the combo in that order.
Sword of Feast and Famine + Aggravated Assault Cons: With the exception to Nether Traitor there are no other cheap CMC creatures with a form of reliable evasion and haste. Etched Champion and Mogis's Marauder are nice, but aren't as reliable as I'd like.
Eldrazi Displacer + Emrakul's Hatcher + Impact Tremors OR Restoration Angel + Impact Tremors + Felidar Guardian//Conspiracy Cons: Requires too much mana to set up at once or similar to the problems with Kiki-Jiki + Bell-Ringer in that you may have to preset the combo with a creature and hope it doesn't get removed by a board-wipe.
Mindcrank + Bloodchief Ascension Cons: Despite it being a multiplayer game getting three quest counters on Bloodchief Ascension is awkward and situational considering it gives my opponents extra time and turns to react.
Near-Death Experience + Plunge into Darkness//Fire Covenant Cons: Near-Death Experience has to sit on the field for a whole round of turns at the very least. An opponent removing Near-Death Experience after I've brought myself down to 1 life before my upkeep is also too high of a risk to take as well.
Anafenza, Kin-Tree Spirit + Murderous Redcap + Goblin Bombardment Cons: This combo already uses the graveyard, so its not a non-graveyard combo. Also I'm fine not using this one since the other graveyard combos I use I feel work better than this one.
As you can see I've covered a long range of different non-graveyard combos, but each one is too unsatisfactory for me. Unless I have missed a non-graveyard infinite damage combo I would like to know what infinite colored-mana or infinite red-colored-mana combos exist in my colors if anyone knows of any that don't use the graveyard. Thank you for your help.
3 months ago
3 months ago
Hey. It's a good start, but there's almost no cards good enough to run that don't come with some sort of ability or benefit for casting.
I would cut things like Walking Corpse.
Consider also, that you might find more benefit in a more budget-deck, to abuse some "synergy" between cards (Like adding all "elves" that buff each other with +1/+1 to give your creatures more of a clear pattern of attack.
Also, consider that in an aggro deck, your goal should be to do escalating damage each turn.
These particular creatures are often 2 damage for 1 mana, so on turn 1 you play 1 of them. turn 2 you play, and escalate from there. In your current deck, most of your creatures are doing 2 damage for 2 mana, which is a full mana more than some of those suggestions.
Check out on google for something like "Modern, Mono Black Warriors" for what a really quick and easy modern aggro deck can be.