Roast deals 5 damage to target creature without flying.
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3 weeks ago
Just some considerations: Vandalblast , Urabrask the Hidden , Krenko's Command , Dragon Fodder , Hordeling Outburst , Goblin Rabblemaster , Goblin Shortcutter , Goblin Diplomats , Raid Bombardment , Fervor , Burn at the Stake , Shared Animosity , Lobber Crew , Legion Loyalist , Insurrection , Warp World , Blasphemous Act , Jokulhaups , Magmaquake , Earthquake , Roast .
1 month ago
Very cool deck, I like seeing interesting deck ideas. Only potential add I can think off of the top of my head is Roast. It could be used for 5 to the face if used on Boros Reckoner, or otherwise be used to help take care of larger creatures, such as Tarmogoyf or Gurmag Angler.
1 month ago
I think your overall card choices here are pretty good, but I see a few major issues that you're likely to encounter with the overall strategy, even against other casual decks.
- This deck likely cannot beat a bunch of small creatures. An aggro deck could easily have 2-4 creatures down before you have a chance to cast your first land destruction spell, and if you're going 1 for 1 on lands, they're going to have no problem running you over with the 2 lands they get to keep. Things like Pyroclasm, Anger of the Gods or Earthquake could make a big difference.
- You're also going to have a big problem against ramp. Mana dorks, Cultivate/Rampant Growth and the like completely nullify your land destruction effects. Meanwhile, a green deck can easily play Leatherback Baloth on turn 2 which beats everything in your deck. A couple removals like Roast might help, but even that's unlikely to give you time to win.
- This may not be a concern in your playgroup, but any sort of combo deck with a couple counterspells to blank your land destruction is going to win every time. If your turn 3 Stone Rain gets hit by Mana Leak, you have no other way to stop them.
- You're running -way- too light on lands. You need to hit double red by turn 3 or you're going to lose to the first thing your opponent plays. You should probably be running at least 23 lands. So few lands is also bad for your Hedron crabs. With so few, you'll be getting almost no landfall triggers. Terramorphic Expanse / Evolving Wilds would both give you color fixing and extra crab triggers.
Realistically, mill and land destruction are just not game plans that mesh well. Land destruction can be really powerful if you can use it to color screw your opponent or create resource asymmetry since that means you're just playing way bigger stuff during the mid game. But since you have basically no defense and a wincon that does almost nothing on the board, even if you don't lose on board before you can start destroying lands, the second you take a turn off of blowing up lands to play a mill card, you're dead.
You might consider breaking this up in to two separate decks. In the land destruction side, focus on sweepers, ramp and a strong top-end (maybe going RG instead of UR). In the mill deck, focus on disruption and control. That could be in the form of counters, discard spells, turbofog, there are lots of choices. Also consider something like Sphinx's Tutelage, which synergizes well with the card drawing that you'd likely be doing in a control shell.
2 months ago
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So if not a problem (maybe even if it is) i would share my ideas about it.
And have some mild hope to get a similar constructive criticism on my list in return - in the end it doesn't matter, as long the deck can improve n some way, i gladly offer any help, without reciprocation.
Pia and Kiran Nalaarare just win-more cards taking up valueable sideboard space
So in my experience the deck doesn't behave like a tempo build.
Its a lock deck, that must keep Platinum Angel on the battlefield or lose on the spot.
Thus he need for redundant removal like Roast; Harvest Pyre; Spontaneous Mutation; Threads of Disloyalty is minimal. And cards like Remand that can only delay the removal of the angel don't help much, since its unlikely that the dekc can win in that extra turn.
In general draw go control decks, and decks that can recur removal from the grave (like loam pox) are terrible matchups without some sideboard help. Extirpate solves both problems, since thanks to its split second it cannot be responded to while on the stack.
Thus it can rip out all copies of a single removal or counterspell if you can bait them to play it. Or it can effectively prevent the second (or first if its dredge) cast of stuff like Ancient Grudge from the opponent's deck.
I would run more artifact removal since both Grafdigger's Cage and the combo of Aether Vial + Flickerwisp/Tidebinder Mage lose us the game. I recommend replacing some mainboard Lightning Bolt for Abrade to be able to increase the number of artifact removal in the final 75.
Glorious End can counter anything (except stuff with split second), including stuff like Supreme Verdict, and has a secondary use, if you play it on your opponent third turn it can do its imitation of Time Walk - then you must follow up with Madcap Experiment on your fourth turn. This line is very good against fast linear strategies that can win very early, and lack removal for the angel.
The downside is that this card can't gain flashback, and that its dead without Madcap Experiment, still its worth some place in the 75 i think.
2 months ago
I think you can get away with only 18 lands in this deck since your curve is so low. Maybe for 2 more burn spells like Roast to take care of bigger things or some mana leaks.
3 months ago
Well for sideboard, definitely something to deal with eldrazi and other big threats, like Roast, Dismember and Terminate (which if I'm gonna be honest should be in the main board). Definitely hand hate such as Thoughtseize, Inquisition of Kozilek, Duress, Distress or Despise. Some graveyard hate like Grafdigger's Cage, Relic of Progenitus, Leyline of the Void, Nihil Spellbomb, Crypt Incursion and plenty more that I can't remember at the moment. Against Burn, the only thing I can think of off the top of my head would probably be Dragon's Claw. Against combo decks Surgical Extraction or Slaughter Games. Finally against something like Tron or B/W Control you have options like Stone Rain, Molten Rain or Rain of Tears.
I'm unsure what your local playgroup or meta is like, but these are some fine options to help board in against whatever match-ups you face. Good luck!
3 months ago
You are going to want to cut a lot of the 1 ofs for more 3-4 ofs to make your deck more consistent. Eliminate some of the mediocre creatures for more of the better ones. The deck could also use some removal that doesn't require fighting. Not sure what your budget is but here are some considerations:
3 months ago
Izzet Charm, Remand, Snapcaster Mage, Scalding Tarn + Steam Vents, Think Twice, Blood Moon, Burst Lightning over Wild Slash, Roast or Flame Slash. All cards you should consider adding. Also, Academy Ruins to go with Wurmcoil (and maybe Vedalken Shackles?). You may also play Bonfire of the Damned.