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To the Slaughter
Target player sacrifices a creature or planeswalker.
Delirium — If there are four or more card types among cards in your graveyard, instead that player sacrifices a creature and a planeswalker.
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To the Slaughter Discussion
1 day ago
Sorry it took me some time to comment back. I am grateful that you put effort into testing my deck and hopefully it helps us both! I was running To the Slaughter because I felt like I had enough removal for my meta to keep the board clear, but didn't have great ways of dealing with a BUG Planeswalker deck in my local meta. I think I initially swapped it out for Unlicensed Disintegration, but I ended up adding in the energy package since Harnessed Lightning costs less mana and we get card draw from Glimmer of Genius.
The deck has been under constant minor changes, but the core of modal spells and flashing them back still exists. I also have 2 Gods in the main deck as cheaper finishers than Torrential Gearhulk. Also, using The Scarab God is disgusting and can get Gearhulk and GDD triggers, as well as any ETB effect of opponents creatures. If you have any more comments, feel free to add. Thanks
2 days ago
UpperDeckerTaco when you "splash" a colour you generally only have a couple of cards in that colour to play when your curve is high enough.
That gives you time to get your three colours.
People might also refer to splashing a colour if they don't have many of those cards in their deck.
You aren't doing either of these things.
With the way that I've set up the mana in Destroy the Gatewatch I've weighed it more towards check lands, and lands that will help them come in untapped.
The tempo is actually excellent in the early game, due to this.
It's a mistake to plan on decks not running cards, like Rhonas's Last Stand, due to Sideboard options.
People assumed that with Mardu Vehicles, due to all the Artifact removal cards, and it is still being played.
2 days ago
I am personally going a different route, by just using black as the splash color. And trying to find room for at least 2 Fatal Push either main or side. I went with a small splash of black as to maintain consistency with mana going U/R and keeping manlands as a priority in this standard to close out games easier.
There are only 2 black cards I am splashing for in the main:
I want to make room for the Pushes but don't know what to cut. And I don't want to hinder my mana base anymore as I have played different variations of grixis decks this standard, and the mana is just not that good to support grixis in my opinion. Sure it has enough duals, but the majority of the time, they come into play tapped and the meta has been stacked heavily with aggro decks:
G/B Energy aggro
Temur Energy Aggro/Midrange
Emerge - bit of a combo/aggro shell
(Just to name a few)
Therefore, tap lands are just not great on turns 2 and 3 for a control deck. I don't mind them on Turns 1, 4 and sometimes 5, but I cannot wait to get my colors online by turn 3 or 4. You have to ensure you are interacting as early as turn 2 and 3 in this format.
And using Rhonas's Last Stand as a primary argument for Fatal Push, I don't feel as to be a valid argument. Because if they want to take a turn off to play 1 spell as their Turn 2 and essentially Turn 3 play, that's fine with me, just gives me more time. Plus that card more than likely will not see too much play due to Fatal Push being such a blowout, most Green decks cannot risk it. Now I am not saying Push is bad, but I don't think it is 100% necessary as a 4 of in this format unless you have no other options.
4 days ago
Very good point, I just copied my Izzet sideboard over. Transgress the Mind is amazing and something I somehow overlooked.To the Slaughter is okay but I don't really like the 'choice' it gives the target player. I try to avoid choices if I can but the ability to hit planeswalkers may make it worth it. Getting Delirium with this deck might be a bit hard since most of the cards are instants. Thanks for the suggestions.
5 days ago
1 week ago
(P.S: I know this could go in the spec thread, but I figured it would be way too long for a comment @_@)
Ixalan is going to be a really weird set. I expect the prices will be much higher than we're used to, because it won't have Masterpieces OR double-sided cards to drive standard rare prices down, AND because it rotates four sets on release, making null a lot of popular decks like Zombies.
It's been a LONG time since we had a rotation, so I'm already looking ahead to see what kind of big standard players are rotating, and which cards might be their replacement (and thus go up in price). I'm specifically looking at TYPES of cards that slot into many different decks; I'm not trying to predict the metagame, just assuming there will be decks that want X kind of creature, X kind of removal spell. Here's what I've got.
BIG ROTATERS: Creatures
Ulamog, the Ceaseless Hunger This, along with other big Eldrazi like World Breaker, will probably have the biggest shockwaves for standard decks going forward. Both ramp and cheat-creatures-into-play (/reanimate) decks lose their best payoffs. As a result, I'm keeping an eye on big demons like Razaketh, the Foulblooded and Herald of Anguish, other big impact permanents like Nicol Bolas, God-Pharaoh and Overwhelming Splendor , and the Gearhulks.
Oof! Two colors lose their best one drops that create card advantage. These are all-stars in aggressive creature lists like Vehicles and Zombies, but have also contributed to a format where a t1 play gives you a huge advantage. I expect 2 things to happen: one-drop proactive action, like perhaps Reason / Believe or Narnam Renegade, gets better; and the two-drop becomes more important. HOWEVER:
These two drop engines are also leaving, meaning the two drop slot in midrange decks will likely be filled by mana dorks (as they are now), or perhaps two drops like Hapatra, Vizier of Poisons or Glint-Sleeve Siphoner. Might be a good idea to pick up some Channeler Initiates.
There's a lot of valuable creatures rotating, including Kalitas, Traitor of Ghet, but none generate quite as much value as this one. TT is creature decks' #1 way to not run out of gas and stay ahead of control decks. While no creature will probably reach parity with its insane snowball potential, I think cards like Glint-Sleeve Siphoner or Vizier of the Menagerie may see more play as a way for creature decks to stay up on cards. I have some hopes about Reason / Believe in this spot, too.
The last big impact creature that's rotating. This frees up the 5 drop slot in white decks quite a bit, but sadly nothing really matches her surprise stabilizing/aggressive power. This gives a big boost to Glorybringer. It also may boost Crested Sunmare, which does a fairly good stabilizing impression if you have one trigger on endstep. Also keep an eye on Angel of Sanctions!
BIG ROTATERS: Planeswalkers
OK, she's not as big as I'd like her to be, but I do think that at $3 Samut, the Tested is a reasonable pick up. Red/green/x creature decks will be hurting for planeswalkers, and all she takes is 1 good creature with trample or a combat damage trigger. But don't forget Chandra, Torch of Defiance! I expect her to get MUCH better after rotation, when she doesn't have to compete for mainboard space against Arlinn OR...
So the token walkers rotate, meaning 4-mana creatures and planeswalkers just got better, and you no longer have to ask yourself if your 4 or 5 drop can compete with an enemy Gid, AOZ. I think this is a win for Hazoret the Fervent along with Chandra, and I'm keeping an eye on 3-4 drops in Ixalan.
The twin 5-drop walkers both offered midrange control decks recurring card advantage. I don't know what might replace them, but I know decks will be looking for ways to stabilize and rebuild a hand after spending turns on removal.
I don't know what to do with this because she was probably too powerful to begin with, but this makes aggro slightly better, x/1's better, and replacement ways for midrange to close out a game (without her ultimate) better.
BIG ROTATERS: Removal
2-mana B/W Removal
Grasp of Darkness, Immolating Glare, Blessed Alliance and Declaration in Stone all rotate, and I seriously doubt Ixalan will cover those holes on release. My biggest prediction is that Abrade and Harnessed Lightning get a HUGE upgrade from these rotating, and red will be the color of choice for midrange and control supporting colors.
See above, except Cast Out is now premium against decks that present multiple kinds of threats, so I would continue picking those up. Never / Return and Unlicensed Disintegration also get more relevant.
Look into getting some Sweltering Suns as the best 3-mana wipe, and Yahenni's Expertise maybe, though I just see a trend of black control getting nerfed. Also, without the above exile effects or Flaying Tendrils, both Scrapheap Scrounger and its foil Magma Spray get more relevant.
I also think Hour of Devastation may get better as red moves into a more controlling support color and maybe kicks out black and white.
TAKEAWAYS / TL;DR
In preparing for rotation, I'm going to be picking up the following cards for cheap whenever I can:
Cast Out ($1)
And in Ixalan, I'll be looking out for cheap B/W removal, big creatures with an ETB or activated ability payoff, and 3-4 drop card advantage creatures. These cards may fill holes that deck archetypes will have after rotation.
Agree or disagree with my analysis? Think of any other cards that might be contenders in a brand new standard? Let me know!
1 week ago
Torment can really only be better at the end of a long game. The first reason is that it's face value cmc is only 2 vs 5 on punishment. With Sorin , which is the main draw engine after turn 6, that's a huge difference in damage. Also, on turn 5 (if youve already got it in hand) with Torment your opponent would lose at most 9 health instead of 10, 3 cards instead of 4, and 3 creatures instead of two. The only part of that that is any noticeable upgrade is the fact that it can get rid of nonland permanents, not just creatures or planeswalkers.
Where it could be an upgrade is actually over To the Slaughter. Love the card, but on turn 4 for 4 mana this will have greater effect, and then as pointed out later in the game like turns 8+ this could be really devastating where Slaughter is practically a dead card.
As far as the Angel, you are incorrect. Any change in life for any reason is a loss or gain of life depending on the direction of that change. This could be spell damage, an ability, or combat damage. It doesn't work the other way as "losing x life" is not the same as "taking x damage" which will matter based on how several abilities are triggered.
When your life total becomes any number because of any effect, it is a loss or a gain depending on if that number is higher or lower than your current health as it resolves. This is why Tree of Perdition and Tainted Remedy were a combo together.
There are scores of message boards supporting how that interaction works. I did my research on it the second I saw the Tree for the first time when I was trying to break it. Hope that helps.
Thanks for the suggestion of Torment, I hadn't come across that one yet and I like it's potential if put in the right place and used at the right time.