Each player sacrifices four lands. Wildfire deals 4 damage to each creature.
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1 week ago
Dimir Signet or other on-color signets
This is the best I have off the top of my head. The multicolored ones add some things, too.
1 week ago
1 week ago
MLD is great for aggro because it basically puts everybody else on pause while you attack them to death. Basically every deck that aims to win though combat damage should have it IMO.
That being said, why no Boom/Bust or Winter Orb? I don't really see what Wildfire or Destructive Force have going for them other than clearing out blockers, and in a creature based deck that usually means clearing out half of your own board too.
As for draw, I don't know PartyJ recommended cutting Regal Force and Shamanic Revelation. Those two, along with Collective Unconscious, are some of green's best tools for picking up large chunks of your deck. This deck isn't tokens though, so I'm not sure how much gas you were getting out of these. If you were drawing less than 6 cards on average than they're not worth it and you should go with power based draw. Rishkar's Expertise is a beautiful card, but there's also Soul's Majesty, Life's Legacy, and Momentous Fall. Also Abzan Beastmaster, Elemental Bond, and Garruk's Packleader are oft-overlooked gems for creature based decks.
1 week ago
Needs a Natural Order, Worldly Tutor, Blasphemous Act, Sol Ring, Mana Vault, and possibly Lurking Predators. These should probably go in over other non-creatures (to keep the creature count as high as possible, and avoid Ruric's punishment). Also, Lightning Greaves over Swiftfoot Boots.
Another neat combo to fetch with Defense of the Heart and friends is Xenagos, God of Revels and Blightsteel Colossus (both of which could merit slots here on their own). Vorinclex, Voice of Hunger is the best thing to Natural Order for, as well.
Why all of the MLD? I'd cut Wildfire, Destructive Force, and Jokulhaups. While I'm not one of those people who always abhor MLD, it just doesn't seem to fit here, and you could use the slots better? The only one I'd probably keep is Decree of Annihilation, because you can cycle it will a strong board state to secure your victory.
I'm going to punctuate this for emphasis: You. Need. More. Card. Draw. Harmonize, Rishkar's Expertise, et cetera. Wheels don't count, because they are usually massive card disadvantage if you can't out-tempo your opponents with the new cards.
Overall, though, seems like a good deck! Hope this was helpful! :)
2 weeks ago
First set of changes since I've been throwing the deck at every possible type of opponent(s):
This change came about because Solemn has been very "meh" in this deck and I felt I needed the greaves way more.
This is more of a functional swap to add in a second pseudo-Devastation effect that is a bit easier to cast.
Finally got a mana drain. Felt no reason to keep arcane denial at that point. Still want to make room for Counterspell just need to find the next weak point.
Arcum was having fewer and fewer targets for his ability every game, and unless Breya comes out immediately after him, he tends to do nothing. Better suited for a more combo-oriented deck. Cut for a removal spell.
Whir became too difficult to cast when needed. The triple blue hurt more than I expected it to. Day's Undoing took it's place to test it out. Might just cut it later for Counterspell.
I loved Chief Engineer, but he's become much worse as the creature count has dropped. Thorn makes itself at home in the deck.
4 weeks ago
My game plan is to kill the opponents commander as much as possible to make it impossible to cast while blowing up everything until I can play Uril and swing for a win in a single turn.
Is land destruction viable?
Or do I focus on soft control options?
1 month ago
Venti on Dank Bustin
1 month ago
I'm not terribly keen on Wildfire.
We can't cast it off of Goblin Dark-Dwellers or Yahenni's Expertise. We can only hardcast it, and it has a fairly steep mana cost, especially in a deck where we aim to blow up all the lands, sometimes more than once.
We can't do what we can with Boom and target a fetch (or just Flagstones of Trokair), then hold priority and crack said fetch to negate the land destruction on our end. We won't have a Crucible of Worlds out every time to quickly recover from it.
It also kills all our creatures, and it's vital for us to have some way of beating on our opponent after Bustin - the likes of Pyroclasm and Yahenni's Expertise only kills Kitchen Finks on our end, which we don't really mind killing.