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Taste for Mayhem
Enchantment — Aura
Enchanted creature gets +2/+0.
Hellbent - Enchanted creature gets an additional +2/+0 as long as you have no cards in hand.
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Taste for Mayhem Discussion
1 month ago
Back in the Alara Block, they made a whole bunch of stuff that wanted you to have a creature with power 5 or greater. Things like: Bloodthorn Taunter, Exuberant Firestoker or Mighty Emergence. Back in the Tarkir block, they made stuff that wanted a critter with power 4 or greater. Things like: Wild Slash, Savage Punch, or Temur Battle Rage.
I bring this up, because it seems like the Lupine prototype and Avatar of discord are cheap ways to meet these power-conditions.
Around the time of Ravnica, there were plenty of cards that wanted you to have no cards in hand. Cards like Jagged Poppet, Keldon Megaliths, Taste for Mayhem. The most recent sets have included Hazoret the Fervent, Neheb, the Worthy and Thresher Lizard, along similar lines as the older Hellbent cards.
What's the point of all this? Adding another color would increase the power of the deck considerably. The Jagged Poppet would probably be the most powerful addition, since it survives bolt (and Fatal Push without Revolt), and you may even consider bolting him yourself because you wanted another way to discard your hand, and can generate advantage by making them discard their hand.
You might still want to keep your deck monoblack, but I remembered an old card that would be awesome here: Colfenor's Plans. In this deck, it basically gives you a new hand of 7 cards. You're planning to discard your hand, it's not like you'd ever be playing more than 1 spell per turn anyway. I've used them before, they are impressively powerful when they chain into eachother, with one of them exiling another.
Anyway...these are things to think about.
3 months ago
The deck is fairly slow and needs some streamlining. I would bring Slumbering Dragon up to a 4 count, same with Dragon Broodmother and use her as your win con/beater. And although it's conflicting with the comments above, I would also add 4 Dragonlord's Servant and take out Dragonspeaker Shaman. An extra means waiting an extra turn, and sometimes you simply can't wait. In my opinion, waiting an entire turn usually isn't worth the extra being cut. Additionally, Broodmother only has 2 colorless mana - you can't lower her cost anymore than that. Shaman would be more useful in decks with really expensive dragons.
Another thing I have to point out is that Avaricious Dragon needs to be cut completely. I personally have a deck that's built around him, and if his effects aren't being abused to the fullest, he can be a huge draw back. To make a deck with him you need cards like Taste for Mayhem and Lupine Prototype.
The deck has some potential with a few minor tweaks. Hope my suggestions help :)
5 months ago
5 to 2.0
Out: Rakdos Cackler, Slithering Shade, Dead Reveler, Rakdos Shred-Freak, Splatter Thug, Rakdos Drake, Gore-House Chainwalker, Demon's Jester, Grim Roustabout, Deviant Glee, Riot Spikes, Taste for Mayhem, Nettling Curse, Showstopper.
In: Blood Scrivener, Desecration Demon, Helldozer, Hellraiser Goblin, Lobber Crew, Lord of the Void, Molten Primordial, Ogre Slumlord, Pack Rat, Sepulchral Primordial, Spawn of Rix Maadi, Stalking Vengeance, Breath of Fury, Five-Alarm Fire.
6 months ago
I love the idea, so I started browsing all red one-cost cards in Modern using Gatherer... I should be sleeping instead... oh well.
Since you're going entirely for one drops, you may want to condense your plans into two colors - when I playtested your deck with the playtest feature, I had a hard time getting a good start because the manabase is too diverse for getting things out quickly.
You might consider sticking with just two colors - red and white. The reason for that choice is because those are more likely to have "prowess" creatures (I think), and spells that boost all your dudes, rather than just one at a time (like green usually gets for low cost). Giant Growth might be replaced with Built to Smash, Taste for Mayhem Titan's Strength or Furious Resistance
Since you're trying to get lots of dudes into play, spells that boost all your creatures, rather than just one, might be best. In keeping with my red/white suggestion, have you considered Banners Raised, Weapon Surge or Coordinated Assault?
Also, here's a few one-drops that caught my eye.
- Boros Recruit
- Flamekin Harbinger would help replace itself (or help you get more flamekins), making it easier for you to be consistent with drawing your creatures.
- Figure of Destiny
- Genju of the Spires (you don't care about having your mountains survive once you have three mana or so...)
- Goblin Bushwhacker
- Skin Invasion Flip (played on an opponent's creature perhaps?)
- Zurgo Bellstriker
A Crack the Earth on turn two after playing a little guy, forcing a slower opponent to sacrifice a land or mana dork, could be devasating. Also, replace Swords to Plowshares (Not modern legal) with something modern legal like Path to Exile or, in a pinch, Fiery Impulse or Flame Slash.
10 months ago
Why Altar of the Brood?
Also going empty handed only to have a 5/5 is very weak strategy in my humble opinion.
If you go hellbent, then go all the way, and invest in things like Taste for Mayhem, Keldon Megaliths or the 8x hellbent Bobs Asylum Visitor & Blood Scrivener.
As they would allow you to actually do something in the event your opponent removes your 1 permanent.
When it comes to emptying your hand there are better options than One with Nothing, to name a few:
Sinister Concoction, Collective Brutality, Soul Spike, maybe Sickening Shoal or Zombie Infestation
10 months ago
You're going to want a small amount of removal. The usual Bogles deck is GW and so has 3-4 Path to Exile. In your case I'd run 3-4 Lightning Bolt to remove problem creatures (infect, mainly) but also to give you reach when your opponent is low.
I'm not wild about some of your auras, either, because they don't grow your Bogles large enough to both provide a real clock and to prevent them from trading if blocked. Looking for cheap auras that buff in RG, I see:Senseless Rage, Maniacal Rage, Infectious Bloodlust, Goblin War Paint. You can also consider Taste for Mayhem and Dust Corona for power buffs that don't boost toughness, if needed.
11 months ago
I've played with this deck in paper and it's ok. It's less/more consistent (depending on how much protection you kept in your opening hand) version of the blitz deck. It does operate on a different axis, essentially punishing your opponents for trying to remove your creatures and then strikes with a lethal threat.
If money is no object the following is what I would consider:
Figure out if your deck is spells or enchantment based, this is the most important part, a spells base is more tempo orientated because of more, cheaper protection spells. An enchantment base relies on resistant evasive beaters.
There are cards that are in common with both of these strategies and they are of course the creatures. Both of these decks have 4 Lagonna-Band Trailblazer and 4 Satyr Hoplite and some number of Akroan Skyguard.
Creatures that dependent on weather you play spells or enchantments are Akroan Crusader and Kiln Fiend. Both being better in the spells deck because they both dont get bigger when you target them with an enchantment. Akroan Crusader as 1-2 of in the enchantment list is fine with 1-2 in the sideboard to bring in against edict effects.
One spell is universal for both decks in my mind and it is Temur Battle Rage because it constantly outperforms and kills out of nowhere.
For the enchantment base we start with 4-of of the totem armor enchantments Eland Umbra and Hyena Umbra for resiliency. Then follow up with 4 Madcap Skills and 3 Hammerhand for evasion. To make your creatures huge 4 Ethereal Armor.
The sideboard for the enchantment list is superior than the spells list but does have a weaker main. For the side Hopeful Eidolon for lifelink, Flamespeaker's Will agianst affinity, Mortal Obstinacy against bogles. Shield of Duty and Reason for Delver Threshold.
As for the Spells list, it's more explosive and tempo orientated. Start with 4 Gods Willing, 2 Center Soul, 2 Apostle's Blessing for protection. 4 Assault Strobe, 4 Mutagenic Growth and 4 Brute Force for explosiveness.
4 Lightning Bolt for removal and your basically done.
You can mix and match the shells but some cards like Ethereal Armor and Kiln Fiend obviously go in one and not the other. Lands is simple, only play mountains and plains because you want untapped mana and utility lands don't offer enough benefit. You should have 21 lands in an enchantment heavy build, in the spells shell 19 - 21 depending on how many 1 mana spells you have.