Struggle / Survive
Instant Struggle deals damage to target creature equal to the number of lands you control.
Survive Sorcery Aftermath (Cast this spell only from your graveyard. Then exile it.) Each player shuffles his or her graveyard into his or her library.
Struggle / Survive Discussion
3 weeks ago
I like the deck, but I think it could the shell it's in could use some work. First, I would take out the energy package. Rogue Refiner, Whirler Virtuoso, and Woodweaver's Puzzleknot are good cards in the right deck, but this doesn't have the payoff to be the right deck. Attune with Aether is still a good card since it mana fixes and fuels hub. Consulate Skygate is just a weak card, as is Struggle / Survive.
After the cuts I would put in more ramp and removal. Spring / Mind, Hour of Promise, Ranging Raptors, and Channeler Initiate are all strong options to get you to casting planeswalkers, and some have mid-late game utility too. Next, cards like Lightning Strike and Abrade will help you survive long enough to play your big guys or will help take care of problematic creatures.
2 months ago
It's so very hard for me to come up with any real suggestions for this deck, it just looks really good, and the Panharmonicon idea is just brilliant. If I were playing this deck, I might go with Ranging Raptors over Rishkar, Peema Renegade if the local meta goes heavy on removal, or if damage based removal is big, or if you want more creatures that boost your Drover of the Mighty.
Other than that I'll talk about some potential sideboard cards, as you currently are using 10 slots. You may find Sweltering Suns useful in the sideboard. Temur energy looks to still be a major player in the format, and without to disrupt the deck (via Solemnity or Tocatli Honor Guard), you'll need a way to fight it's big creatures. For the most part, I think this deck can handle Bristling Hydra, but Glorybringer will require some special attention. I'd suggest Struggle / Survive or Crushing Canopy. Week 1 I would probably go with Crushing Canopy, since those flip enchantments are likely to see play early in the format to determine their viability, and they could be problematic, especially Search for Azcanta in a Approach of the Second Suns Deck (which was a featured deck on the mothership today).
All in all, a great looking deck that I hope to hear good results from.
3 months ago
When you put Primal Command and Struggle / Survive compared to what I suggested, I'd say you've got me beat. However, I think you'll have the mana for Burn Away: it's instant, creature removal, and graveyard hate all rolled into one
3 months ago
Thanks for the upvote and suggestions KeelHaul10!
Do you like any of your suggestions more than Tormod's Crypt? Because that's the swap I'll end up making, though i think the crypt might be better for now? I was thinking Primal Command or Struggle / Survive might be clever ways of hating graveyard nonsense. though the mana cost of the crypt is the best selling point it has.
Quick aside on Vicious Shadows, It's really good! It triggers on any creature dying not just my own. And if folks are casting all the cards in their hands my board wipes will be that much more effective. Also it can sometimes combo-kill the table when someones playing tokens and i have Blasphemous Act lol.
Shefet Monitor is fun with Radha, Heir to Keld because you attack with radha, get the trigger and cycle the monitor. than that same turn you have 3 untapped lands to hopefully cast another ramp spell. That's my thoughts behind it anyway, I am looking at is as my weakest ramp spell for sure.
3 months ago
It is better, the $price is the only thing holding be back from it. I'm trying really hard to keep the deck under $50 for deck building creativity sake. Thanks for the suggestion though
By the way do you know of some good graveyard hate i could run? I'm thinking possibly Primal Command or Struggle / Survive. I'm running Tormod's Crypt now and i think it's pretty good. Just looking for a debate!!!
4 months ago
Pull from tomorrow could be good. I like essence Scatter too, and I've been trying to find room for a couple in the 75. not sure if Void Shatter is the card to take out though. Void Shatter helps save me from Commit / Memory and Struggle / Survive. Maybe Invasive Surgery could be good. I'm going to play around a bit more with it on MTGO soon.
4 months ago
Fairly decent base you have for the deck. I would suggest taking out the Commencement of Festivities and Haze of Pollen (or at least most of them). These cards don't really help progress your turns much and you would likely benefit more form aggressive cards to control the board like burn spells or pump.
A strong spell for your deck would be Abrade as it gives you both early control and answer to artifacts your opponent might run, plus extra synergy with Soul-Scar Mage as damage will now be -1/-1 counters.
Another control type spell that may help Struggle / Survive as this will give you an answer to big creatures, Torrential Gearhulk decks, and mill. It accomplishes this by being a decent size burn spell for creatures on one half to help deal with all types of creatures, and adding graveyards back to decks to stop gearhulk from having a target and mill from killing you.
A pump spell most won't see coming because they likely forgot about it, Sure Strike. Very strong pump as it grants first strike with 3 power allowing you to win most fights instead of trading (warning this card does rotate soon, but it is a cheap common).
Last comment would be to likely switch out Harsh Mentor for a more aggressive card and have him be in your side deck. Some suggested replacements for him: Earthshaker Khenra or Resilient Khenra as they both can be brought back from the grave and offer decent ETB effects.
Best of luck with your deck at the FNM. Hope the comments help.
5 months ago
I attended 2 prereleases on Saturday, and won BOTH OF THEM!!
The 1st one had 18 players, (4 rounds) and I opened an insane RB deck. 2 Dreamstealers (one was my prerelease promo), Neheb, the Eternal, Sand Strangler, and 5+ great red removal spells. I paired it with black for curve reasons, even though I had some decent green cards and 2 of my removal spells were Struggle / Survive. I went 4-0 and didn't even drop a game until the last round.
The 2nd one was much smaller with only 9 players, and was only 3 rounds. I played a BW deck that was headed up by Crested Sunmare and Liliana, Death's Majesty. My promo was Wildfire Eternal which I opted not to use. Again, I had lots of removal and finally found a reason to play 2 copies of Trespasser's Curse in limited -> The HORSE! In the 3 matches I played, I never saw Lily but the horse straight up won me the game every time it hit the field. I played deserts with solitary camels and Sacred Cat just for the lifelink in addition to the curses and an aven of enduring hope . 5/5 indestructible horses are the real deal in limited.
No Bolas's for me in the 32 total packs I opened, but I did manage to get a pack foil Ramunap Excavator and 2 non-foil copies, which was nice :)