Creatures without flying can't block this turn.
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Seismic Stomp Discussion
1 month ago
For suggestions, if you're looking for more cheap cards to make creatures unblockable, there's Rogue's Passage and Seismic Stomp. Also, Tainted Strike seems to me rather redundant since almost all your creatures have infect already. Maybe something like Overblaze instead since it's effectively a x6 multiplier with Saskia out?
1 month ago
I like the idea of creatures not blocking, but then they can still attack the next turn. It also doesn't look like you intend to block much, so instant speed removal is a way of defending yourself on your opponent's turn. Removal leaves the board open and after you attack there is no longer a backswing coming.
I'd suggest Terminate to get rid of blockers, add in some Lightning Bolts (not super budget, but also not breaking the bank) and taking out the Seismic Stomp which is a dead card against a board with fliers, while Mugging still doubles as removal.
Along with Brute Strength you might want to look at Brute Force which does essentially the same but instead of adding trample it adds extra toughness, which can in turn save your creature from dying. If it lives another turn to hit you've dealt more damage with it than with +3/+1 and trample. Brute Force also has going for it that it is a 1-drop.
Hope it helps!
2 months ago
I don't know if you're looking for cards that your local game store doesn't have, but if you just want general recommendations, I have a few.
This is if you want to make an extremely aggressive deck. All of these recommended cards are somewhere in a budget range, with nothing over 50 cents (on TCG player).
You also should cut 4 cards no matter what, because you currently have 64. You should probably get rid of Seismic Stomp, Madcap Skills, Mugging, and Act of Treason. The first 3 are sub-par, the last one is a more niche card.
If you're going to make that hyper-aggressive deck, I think 19-20 lands is preferable. And the 3 and 4 drops aren't going to cut it.
If you want to keep Exava and add planeswalkers, the deck is going to be a lot slower. If you do go that direction you should add some of the control elements like doom blade and duress. You should also probably take some of the 3-drops from the deck you linked to: Shambling Remains, Hellhole Flailer, Ashenmoor Gouger.
Just my 2 cents.
3 months ago
The two major barriers I see here are the potential for stalls, and a high vulnerability to removal. I mean, even a Pyroclasm kills almost everything you might have out, and an Anger of the Gods hits it all.
As for stalls, it's not hard to envision a couple decent creatures on your opponent's side gumming up the battlefield completely. And without a way to punch through more damage, the game going long is not going to help. Without altering a ton of the deck contents, I'd look at something like Seismic Stomp or Hellrider as possible stall breakers.
Oh, and Fulminator Mage definitely seems like sideboard material. If you want a three-drop, there, how about good old Ball Lightning?
3 months ago
Here are some cards that I might immediately cut:
Academy Elite, Aeon Chronicler, Bloodbraid Elf, Bogardan Hellkite, Breaker of Armies, Dragon Mage, Flameblast Dragon, Hamletback Goliath, Hermit of the Natterknolls Flip, Horizon Chimera, Hypersonic Dragon, Inkwell Leviathan, Jin-Gitaxias, Core Augur, Keranos, God of Storms, Kruphix, God of Horizons, Lorescale Coatl, Magus of the Future, Melek, Izzet Paragon, Memnarch, Mindwrack Liege, Murkfiend Liege, Niv-Mizzet, the Firemind, Nylea, God of the Hunt, Psychosis Crawler, Purphoros, God of the Forge, Quicksilver Gargantuan, Rishkar, Peema Renegade, Scute Mob, Servant of the Conduit, Shipbreaker Kraken, Simic Sky Swallower, Somberwald Stag, Spellbreaker Behemoth, Spellheart Chimera, Surrak Dragonclaw, Talrand, Sky Summoner, Thassa, God of the Sea, Thromok the Insatiable, Tireless Tracker, Verdant Force, Vexing Shusher, Wall of Blossoms, Whisperwood Elemental, Wistful Selkie, Xenagos, God of Revels, Clan Defiance, Crater's Claws, Devastation Tide, Minds Aglow, Mizzix's Mastery, Reforge the Soul, Release the Gremlins, Seismic Stomp, Shamanic Revelation, Sylvan Scrying, Traverse the Ulvenwald, Unexpected Results, Urban Evolution, Volcanic Vision, Wheel of Fate, Arcane Denial, Clip Wings, Counterflux, Counterspell, Cyclonic Rift, Desertion, Disallow, Disdainful Stroke, Evacuation, Heroic Intervention, Insidious Will, Krosan Grip, Naturalize, Negate, Plasm Capture, Sulfurous Blast, Trap Essence, Turn Aside, Unsubstantiate, Visions of Beyond, Void Shatter, Voidslime, and TBH there are simply too many things to cut to list them all because my fingers are getting tired. I'd cut most of your planeswalkers, most of your non-ramp artifacts, and most of your enchantments.
My primary piece of advice here is that 1) You really should choose to prioritize abusing creatures OR spells, not both, because there are simply too few slots, and 2) you want your spells/creatures to do things in multiples. You don't need too much draw here because your mana is tied up doubling splashy spells, but you need a heck of a lot of mana ramp to keep up.
I don't mean to sound curt, sorry :( Hope this was at least a bit helpful! I agree with Lilbrudder that it's simply too many cards to reasonably cut down, and that you should take a little time and find a focus for the deck.
5 months ago
In the description you said your main goal is to Burn the opponent down and creatures are just a backup plan. If this is truly the case here are a few suggestions.
Every deck with red has Lightning Bolt because it is the strongest common and you should consider investing in them.
Searing Blaze, Lightning Storm, Magma Jet, Skullcrack, Shard Volleythese are all great cheap burn spells that can replace Weapon Surge, Tormenting Voice, Cathartic Reunion, Hijack Lava Axe, Lightning Talons Seismic Stomp, Talons of Falkenrath, Hammerhand
12 Creatures is plenty for a burn deck so any extras I didn't name can become burn spells.
With all of that said it looks like you are a actually pushing for a more creature dmg based deck with all of the combat tricks and enchants that you added in the original deck. If this is the case I would direct you to this deck for something to gain inspiration from https://www.mtggoldfish.com/deck/474720#online
5 months ago
If you cast Seismic Stomp and attack with fliers, then a creature with Reach cannot block unless it has flying.
8 months ago
If you prefer winning through combat damage, Saskia the Unyielding is definitely for you. A little something that you could include are cards like Odric, Master Tactician, Seismic Stomp, Magmatic Chasm, or even, despite not being Humans, Brutal Hordechief and Iroas, God of Victory for all of those glorious anti-block effects that let Saskia deal the most damage that she can with other Humans. I'm having a brain fart right now, but any cards that give your creatures/ humans flying, menace, and trample are always great for more combat damage. Another suggestion that I would give are creatures that benefit greatly from dealing combat damage to get even more value out of the former cards that I listed, like Grim Flayer. I hope you have fun brewing. I've actually been putting together a prototype Saskia deck that you could check out: Saskia Tribal EDH