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Destroy target creature. If you control an artifact,
Unlicensed Disintegration deals 3 damage to that creature's controller.
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Unlicensed Disintegration Discussion
5 days ago
So I looked over the deck that you mentioned and I actually was putting in Toolcraft Exemplar when I saw your comment. and I wanted to add a bit of black. however i decided to go with Unlicensed Disintegration over Fatal push for now. It doesn't have the restriction of 2/4 or fewer. I do have three waiting to go in the deck but not quite yet
I also removed the dragster, garrison, and schooner, but i want to keep renegade freighter because of the low crew cost, and the pair with Speedway Fenatic. easy way of swinging 5 on turn 3
1 week ago
Theres also the obvious, what if your opponent doesnt play creatures problem. Your deck gets lots of its value from what goes on in your opponent's side of the field. Personally i feel those planeswalkers should be in the main-board, especially the Angrath as he works with your deck theme as well so you dont just put a random win-con in the deck.
Unlicensed Disintegration also only does its thing if you got Bomat Courier or a servo on the field, so it can be finicky. i think you can easily drop a copy for that angrath. Lastly id swap Fatal Push for Shock as it also doubles up to damage your opponent if there are no creatures to take or kill. The only reason you would wanna keep it is if its a sack outlet, in which case revolt wouldn't be activated yet, which makes it basically a less versatile Shock anyway. playing Shock would also make up for the UD you take out to mainboard the angrath. Basically suggestions are:
1 week ago
The playtesting I have completed resulted in the following resulted in these realizations and developments, in this order:-Unlicensed Disintegration -2It was to expensive, and not often enough was there an artifact to reap the benefits.
- Bomat -4 +4 Fanatical Firebrand every 3 or 4 games resulted in Bomat syphoning my land draws, requiring me to keep an open mountain to ensure he can be sacked after turn 2. Firebrand gave immediate impact, as well as early game removal. He has played very well in this slot.
-2 Ifnir Deadlands, +2 Basic lands. It seemed to happen over and over again. Turn 2, mountain in play and a Dusk Legion Zealot in my hand with my only black Mana source possibility being Ifnir Deadlands. Normally not a problem. But a ping cast + a pain land hurts. This happened to continue more often than I cared for into the mid-game.
-I was unbalanced on turn 3, I really wanted Ahn-Crop Crasher in here. The only card I had not bothered using in the main board to this point, was Fatal Push. I know. Every deck I build has black and 3 cards are guaranteed. Fatal push vraskas contempt and lost legacy. I just earlier, pulled the 2 pushs out of Side and added 2 vraskas contempt to address the Phoenix and planeswalkers like chandra.
Scavenger is in the side for no real reason other than my Low CMC tends to be hurt by the colorless land drops and I want to avoid them unless they are needed.
Also, I dont have the notes in front of me but I had 3 Glorybringer main board, but I had no real use for them in most games as they were over by turn 5-6.
All that said, any ideas what you would drop to slot in your suggestions?
1 week ago
You seem to have gotten into the habit of using 22 Lands in your decks.
The pros now use 24 Lands, so they don't get behind the curve, even with Aggro decks.
Then they get value out of their late game lands by either Cycling them, or using utility lands like Ifnir Deadlands (your deck could use at least two of these).
You don't outrace Merfolk, which is one of the fastest decks at the moment.
Part of the reason for this is that they have a few different versions of cards in their Mainboard that act like Unsummon.
They interrupt your tempo to get their damage through.
They can also end up with a lot of card draw and unblockability in the late game, as well as being able to boost all their Creatures.
The last spell, in particular, will muck their unblockable game plan up.
Scavenger Grounds belongs in the Mainboard. Two copies are not going to make you colour screwed.
Hope that helps.
Boza on B/R Control
1 week ago
The problem - you have next to 0 ways to generate card advantage (3 painful lesson and 2 gonti's are hardly enough). Your deck is made up of 1-for-1s and no way to gain the upper hand. That makes you not a control deck per se, but just a deck some removal.
For a control deck to be a winner, you need an engine - something to continuously provide you with card advantage. The easiest and cheapest fix for someone on a budget is Primal Amulet Flip - it allows you to cheat on mana and flips into a gamewinner with Ribbons. Add 3 in the place of The god (which is just a 6/5) and 2 magma spray.
2 weeks ago
Cruel Reality is a nice wincon but i guess its better to a BW aura control shell than this kind of control. Besides, i have too much wincons already: etali, gearhulk and nicol bolas. As for The Scarab God, feel free. It depends on your metagame so go for it.
If I have more artifacts then ill run one or two copies of Unlicensed Disintegration. I dont really have problems choosing my spells as targets because these spells are early addressed as low as one drop creatures. Also I have options to either soft counter the planeswalker Supreme Will or delay them Commit so I think I can easily choose which targets i need for spells in my hand.
2 weeks ago
OK the news is not good.
I think playing three colour Control is very bad at the moment.
You don't have enough ways to help you fix your mana, which means that you often can't cast the card you need to.
If you are determined to stick to three colours I would suggest you remove seven lands, and add 4x Evolving Wilds, 2x Aether Hub, and at least one Mountain. That will slow your mana down but it is already slow.
That is the other problem with running three colours. Not only do you get colour screwed, but everything slows down. NOT what you want in a Control deck.
I'm not sure you can win easily with that strategy.
Opponents will usually pack removal for large Creatures, and you can't do anything if they target your Glorybringer.
Since you only have two Creatures, you don't have much to stop your Opponent's Creatures from killing Angrath.
I use Cut / Ribbons as a win con in my Rakdos Control deck, but by the time I play it I have usually taken quite a lot of my Opponent's life with either an Angrath that my Creatures have helped to protect, or through combat damage.
I can often use his ultimate, which I think you will struggle to do as he will be dead before then.
If I were you I would have a big think about dropping this to two colours.
Yes, you will lose a lot of good cards, but what use are good cards if you can't play them when you want to?
You can take a look at my Control deck, if you like, just to see my take on Control that doesn't use .
Tag me in these comments if you want me to take another look at this deck.
2 weeks ago
Unlicensed Disintegration is a must. You aren't running any unconditional removal outside of the Vraska's Contempt and you leave yourself open to being forced to choose between a plainswalker and a creature with all the midrange about.