Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Creatures you control get +1/+0 until end of turn.
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Violent Outburst Discussion
3 weeks ago
1 month ago
1 month ago
Green is really needed for Violent Outburst though and so I'm hesitant to do away with it as that's a major part of the combo... Do you think it'll be consistent enough without green?
1 month ago
1 month ago
Nice list- you considered Nihil Spellbomb to grow those goyfs? Volcanic Fallout or Jund Charm in place of Kozilek's Return, to dodge the 3 mana Anger of the Gods hitting your own creatures although you did mention minor mana issues? I don't really have much to add, the deck reads like a 'best 1 and 2 drops in modern, so its gonna be interesting to streamline. Sitting so low on the curve leaves me feeling like there might be some dumb options for cards, but my mind is pulling a blank. Devastating Summons is one of the few cards I could see working here as a 1-of to take advantage of the low curve if you're finding your hand regularly empty and lands useless, but the slot would usually be better as a Raging Ravine in that case. Only thing I'd change would be adding my filter lands, but I'd test Violent Outburst as a way to get a free card at instant speed- Bloodbraid Elf was broken as all hell, theres no reason its little brother couldn't find a place when curves are lower.
3 months ago
Oh one more thing! It's not as aggressive as some of the other ones I mentioned but fits most of the other things you mentioned.
Living End: It's a combo deck that makes both you and your opponent sacrifice all your creatures at instant speed. What you do is you fill your graveyard with Street Wraiths and other cards with cycle then cast a 3 mana card with cascade like Violent Outburst. Since living end is the only card in the deck it can flip into, your opponent is forced to sacrafice everything and you get all the creatures you cycled away back.
I've seen other decks that abuse cascade to flip into Restore Balance as well but that one isn't base black and is a bit more grindy.
Also I didnt mention this earlier but jund and abzan both have hand disruption as well.
3 months ago
If this is not a budget build, then replace either 1 Forest or 1 Island with a Breeding Pool? The first time I goldfished it, I started with a Treasure Hunt and a Violent Outburst in my opening hand and I couldn't fetch a land on my first turn that could let me cast both spells.
3 months ago
Source: Played deck since 2011
After playing this deck extensively for over half a decade, I have concluded that your plan B of landing threat after threat is far more reliable than comboing as fast as possible and spamming Ricochet Trap out of the board. Because we are not the fastest combo in modern (infect/affinity), I prefer a more resilient approach to Living End that focuses on larger cyclers.
Architects of Will is the third one mana cycler available in jund and allows Living End the most consistency into getting 10 power into play by turn 3. In addition it can stack your opponent's deck to hope you can make them dead draw or help you find even more of your redundant deck.
While it does provide 10 power on turn 3, a cheated 3/3 into play is far less powerful than a 3/4, you fail the Lightning Bolt test, the new Fatal Push test, and now lose against many more creatures in combat than before. Because it's feebler and is easily killable, in practice it only increases your clock against decks with 0 interaction. Also, a turn 4 attack would still enable a defacto kill by turn 5 (with the exception of multiple Simian Spirit Guide, so a turn 3 Living End can provide the same amount of damage as a turn 4 Living End on average. Therefore, I would argue that Architects of Will speed bump is irrelevant, but overall makes your kill more vulnerable.
Compare Architects of Will to Pale Recluse or Jungle Weaver. The latter cost 2 whole mana, so a turn 3 living end would provide 1-2 less power overall and be on less bodies, however spiders are huge! Imagine a Tarmogoyf or Celestial Colonnade trying to go toe-to-toe with these in combat (reach is awesome!). Now imagine it's late in the game, the game has grinded down to the point where you're low on, out of, or unable to cast Living End safely. An Architects of Will can't even be hardcast, let alone present a late game threat. But what does your opponent do against a hardcast Jungle Weaver? No creature gets past it aside from unreasonably large Tarmogoyf, they have to kill it. Jungle Weaver is more than capable of killing the opponent on its own.
Tldr Play Big Creatures, they'll do you wonders
On Ricochet Trap:
The problem with Ricochet Trap is that it doesn't stop spells that can target multiple permanents, such as Cryptic Command targeting your spell and bouncing a land, nor does it interact with opposing graveyard or cascade hate. A more effective plan against the expensive interaction of modern is to simply hold Violent Outburst on their turn, fire it, and then use Demonic Dread or a second Violent Outburst while their mana is overloaded to force your dudes into play. Fulminator Mage, Beast Within and Simian Spirit Guide all play well into this mana denial plan.
Another way for you to beat countermagic is to play draft commons every turn. Once you get 2-3 monsters into play it's going to force your opponent's hand: they're either going to have to wrath your board and tap out or pick them off one at a time when you slam another one next turn.
Tldr Ricochet Trap is not necessary to beat control, forcing their mana or not comboing off and playing fair beat countermagic just as well without dead cards.
IN CONCLUSION my best experience with Living End has the occasional derp turn 3 draw but true mastery of the deck comes from knowing when to hold your cards, forcibly constrain the opponent's mana, and when to pretend you're not a combo deck and slam draft commons. I hope my write up was worth your read, here is my current list for reference (pro tip: Urborg, Tomb of Yawgmoth makes Street Wraith unblockable).