Onward / Victory
Target creature gets +X/+0 until end of turn, where X is its power.
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Target creature gains double strike until end of turn.
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Onward / Victory Discussion
1 month ago
Growing Rites of Itlimoc or New Horizons for more rampy? I'd drop white all together for this deck. I think you're running too man high curves, even when cheating out from Champion of Rhonas, what about some Dowsing Dagger too for sweet flip land? I'd drop 2 Thundering Spineback and 2 Verdant Sun's Avatar for the Growing Rites of Itlimoc and drop Onward / Victory for 3 New Horizons. Drop 2 Engineered Might for Larger Than Life , Crash the Ramparts or Overcome perhaps. I think you could substitute Pyramid of the Pantheon for Dowsing Dagger and have you considered the buddylands? Rootbound Crag would speed it up! I'd drop 2 Sheltered Thicket for it. Drover of the Mighty is a better upgrade than Naga Vitalist.
Cultivator's Caravan might fit here.
1 month ago
Holonomic: Thank you for your thoughts! :)
Adding more to the Sunforger package is definitely an option for this list. Your options are a bit more control-focused than mine are, but it could work. (Though I feel I should mention that Onward / Victory cannot be tutored by Sunforger, unfortunately - it now has CMC 6 in your library.)
Some other potential options are a Glorious End/Angel's Grace pair, to get an effective extra turn, or Teferi's Protection if you like that card (I don't). If you focus heavily on Sunforger, then Tithe/Mistveil Plains is a great option, but I didn't want to rely too much on a single card in the 99 (and they're both generally pretty bad outside of their synergy with Sunforger).
TLDR: If you focus heavily on Sunforger it WILL slow the tempo of your deck. However, it also allows you more protection and interaction. If you want to go this route, your changes seem very solid, but you might want to include Leonin Shikari to be able to tutor more than 1 thing per turn ;) Just make sure you don't cripple the deck too much when finding slots...
1 month ago
Hi there, just wanted to say thank you for taking the time to make this primer. I've only recently started playing MTG and found it really useful.Although I love the style the deck has I don't seem to be playing very well with it, I think it is due to most people seeing me as a threat and I always seem to get targeted rather quickly! (which isn't much of a problem as it makes it more fun)
I had a few thoughts about some alterations... I would really appreciate your feedback.
For sunforger mainly (see below), but also could be used to put essential equipment back into the deck to be tutored out again, the Tithe would increase chances of getting the Mistveil and could also be fetched with sunforger.Would the loss of the land be a problem here? Should I try and add 1 basic land back in or does the extra land tutor negate this?
Sunforger kit, with the above I thought I could add more targets for the sunforger. Here is a list of what I'm currently thinking.
- Tithe - as mentioned above
- Wild Ricochet - Works as a 'sort of' counterspell... sometimes works out better than one :))
- Lapse of Certainty - Again, another counter - Could allow you (or other players) to plan for it to come up again... or just try and get the kill?
- Dawn Charm - I put this in thinking it would counter a spell aimed at either me or a permanent I control... it does not. :) could still be useful though?
- Comeuppance - This card is so much fun...Counters some finishers such as Aetherflux Reservoir (or even kill them) It can also turn an all in attack of creatures into a board wipe :)
- Faith's Reward - Could either be used after Avacyn flips or I think more importantly after a mass removal targetted at our artifacts.
Do you think this is too much? Will this slow the tempo of the deck down too much? I think at the very least Comeuppance should be included. The Tithe only needs to be if you think Mistveil Plains is a good idea.
If the loss of land is ok, I still need to find 3 slots for the cards I am running. Any suggestions on what I should cut?
Thank you again!
Ps. I play only on MTGO... not sure if that changes things :)
2 months ago
Here are my suggestions and some recommended removals to tighten the deck. Molten Primordial, Lifeline, Assault Suit, Recruiter of the Guard, Solemn Simulacrum, Burnished Hart, Infiltration Lens, 2x Plains (36 lands should be your minimum despite your mana rocks in order to consistently get to 4 lands by turn 4), Rage Nimbus, Master Warcraft, Nim Deathmantle, Thornbite Staff, Umbral Mantle, Helm of Possession, Anarchist, Illusionist's Bracers, Caged Sun, Gilded Lotus, Rugged Prairie, Iroas, God of Victory, Obsidian Battle-Axe, Mob Rule, Savage Beating, Adarkar Valkyrie, Karmic Guide
Suggestions to remove:
- Felidar Sovereign is a boring and abusive way to win giving the starting life total and doesn't contribute much else to the deck
- Silverblade Paladin because double strike just isn't that important to this deck
- Armillary Sphere
- Sunforger because you need a greater critical mass of instants to make it really valuable and you can remove it and some of the other cards to make room for more consistent playable cards
- Fatal Frenzy
- Onward / Victory
- Rush of Blood
- Temur Battle Rage
- Unwilling Recruit
- Insult / Injury
- Kari Zev's Expertise
- Hazoret's Favor
- Spirit Loop
- Open the Armory
- Staff of Nin
Clean up repetitious cards in sideboard and maybeboard that are in the deck. Best of luck, hope some of that is helpful.
2 months ago
Hey friend! I like your take on Shu Yun, seems cool. Got a few card ideas for you...some pump spells Fatal Frenzy, Onward / Victory, Rush of Blood, some more creature control Ride Down, some mana ramp Thran Dynamo, Worn Powerstone, Sol Ring, Azorius Signet, Izzet Signet, Boros Signet, some versatile counters Commit / Memory, Unsubstantiate, additional protection for Shu Whispersilk Cloak, more card draw Rhystic Study, Mystic Remora, Ludevic, Necro-Alchemist
Add far as cuts I think first I would go down to 38 lands and add in those mana rocks. They will help you get a faster start in your games. I'm not sure if the Pariah/Stuffy Doll combo is so great since you have no tutors to find it and only having half of it is kinda weak. They are decent at scaring away people so who knows maybe its cool, but they look like cuts to me. The pump spells can replace other pump spells and same with the counterspells. I'm not a fan of the voting, "offering" and "tempting" cards most of the time...but I don't have a group hug kinda deck so maybe they are super fun to cast and i don't know it. Norn's Annex is too easy to circumvent if needed, its never felt like a great protection card to me in practice.
Good luck and happy gathering!!
2 months ago
I'm not sure if I have anything that would make Red/Blue particularly playable. Sure, I can draw a lot of cards and eventually work up to the X+UU unlockable creatures, but that's about all it does. Plus the curve is awful.
I also put together a G/R and splashed in some white. The idea is to try to bomb Onward / Victory around T6. The rest is just combat tricks, trample, and using Pathmaker Initiate to make creatures unblockable before pumping them. Crash Through for trample and card draw, plus a few of the creatures already have Trample, and Mighty Leap and a Dauntless Aven to get a bit of flying. The whole deck falls around the 3 CMC range, with only Pursue Glory and Bitterbow Sharpshooters hitting above 4CMC. The plan is to just stay on curve, get out fast and start pumping out damage.
2 months ago
Hey guys - just entered a draft league. They let us pick up 4 packs to start (2 ANK, 2 HOU) and build 30 card decks from there. I think I got the short end of the pulls. Especially when I look at the awesome (frustratingly so) pulls that my GF got, who is even more of a newbie to the game. Anyway, this is what I put together:
Creatures Frilled Sandwalla , Hapatra, Vizier of Poisons, Naga Vitalist, Dune Beetle , Wretched Camel, Ruin Rat, Bitterblade Warrior , Sidewinder Naga , Ornery Kudu , Giant Spider , Bitterbow Sharpshooters
The idea that I had was to go BG for tossing -1/-1 with Vizier, and having some creatures and pumps. Splashed U for milling.
What else did I pull? Garbage, I think. White was especially thin, which is sad because it's one of my favorite colors.
Blue Strategic Planning, Spellweaver Eternal, Labyrinth Guardian , Ancient Crab , Eternal of Harsh Truths, Tragic Lesson, Illusory Wrappings , Shimmerscale Drake , Striped Riverwinder, Open Into Wonder
Aftermath Onward / Victory
Now, my list of cards is recorded at the store, so I can change the deck but obviously cannot add any cards from elsewhere. I'm wondering if I shouldn't have featured Red in the deck, maybe just cut my losses and went RG to keep it simple. Can anyone help me out? It's fairly casual, but I don't really want to get my head caved in for the next two months of MtG.Thanks in advance for any help you can offer!
3 months ago
I have been playing Pummeler since MTGGoldfish first published the Poisonless Infect (https://www.mtggoldfish.com/articles/budget-magic-88-36-tix-standard-poisonless-infect) decklist, so I can really appreciate what you are trying to do here.
First, I second shame2rest in adding Invigorated Rampage. I also highly recommend making room for Blossoming Defense. Samut is loaded with value, but you will seldom be able to cast her and have mana remaining to play the pump spells you want on her first turn down. Blossoming Defense is a must have to help protect her and ensure you get a chance to untap with her on the battlefield. Then you can Rampage and Fling her all you want.
I would consider cutting Onward / Victory to make room.
Second, your creature count is very low for all the pump spells you are running. It's possible the hasty creatures will help offset some of your opponents' removal, but you should probably get some other good creatures that work with your strategy. Maybe Lathnu Hellion would work nicely, since its energy will keep it around for one turn. Hit for four damage on an open battlefield on turn threen. Then on the next turn, you should have four mana for an Invigorated Rampage followed up with a Fling, combining for 8 combat damage and 8 more from the Fling. That's 20 damage between turns 3 and 4. Your low creature count is also another important factor to consider adding Blossoming Defense.
I really like your inclusion of Supernatural Stamina. That makes for some nasty tricks, especially with the Flings.
Because your creature count is so low, you are going to get less value out of your monuments. I would consider cutting those, but I can see where the reduced cost of Samut with Hazoret's Monument can be enticing. Rhonas's Monument isn't as useful as it first appears because you cannot target a Samut you are casting with the monument's trigger. If you want to keep the monuments, I may suggest cutting the Supernatural Stamina to simplify your mana base and make the deck more consistent and add some more creature threats in its place. I mentioned Hellion before. Voltaic Brawler is also a very aggressive threat that works with your colors.
For your Bloodlust Inciter, I don't really see the benefit. If you want to keep your curve, you could consider Narnam Renegade as a nasty little attacker if you give it trample. Unfortunately, the deathtouch is not active when you fling it. You could also consider swapping the Inciter's for a playset of Attune with Aether, especially if you consider adding in the Hellions as I mentioned before. Swap in one swamp so that you can more easily cast the Supernatural Stamina, and you could also add one plain if you keep Onward / Victory.
Hope any of this can be useful to you.