consider Traitorous Instinct . Played it all over FNM. Didn't make me any friends when cast on Rakods.
October 15, 2012 11:35 a.m.
Traitorous Instinct isn't that great, 1) it costs 4 mana instead of 3. +2/+0 is nice aggro but is hardly worth that 1 extra mana. At the last FNM when I played this deck before I added the aggro sideboard, I had gone 3-1 and only lost to Grixis Vampire Control. The biggest problem I saw was people attempting to burn or kill their own creature once I tried to steal it with Mark of Mutiny . That +1/+1 counter grants me the chance to keep the creature after combat phase for the flicker. 2) 4mana instead of 3 will also screw up my curve and delay my combo. My combo right now only costs 4 mana. Using Traitorous Instinct will cause the cost of the combo to go up to 5 mana minimum which is too late in the game.
October 15, 2012 7:18 p.m.
true enough. I appreciate your consideration into my suggestion though
October 16, 2012 2:35 p.m.
How is 2/0 worse than making their creature stronger? One mana more and it gives you good the advantage while not giving them a buff.
October 19, 2012 9:06 a.m.
Whenever you use Mark of Mutiny you're always suppose to follow up with a Cloudshift or Conjurer's Closet proc after your combat step, or at the beginning of your end step. This is to remove the buff and make their creature permanently yours. Hence the name of the deck. You're basically forcing their creatures to join your army.
The combo takes a minimum of 4 mana to play. (2 Colorless 1 Red for Mark of Mutiny, and 1 White for Cloudshift). If I use Traitorous Instinct that will cost me one more mana. and the combo becomes unplayable. Swinging for 2/0 more isn't that great compared to swinging them every single turn after with their own creature. Mark of Mutiny is great because you buffed their creature, they are often thinking "sweet my creature just got a buff", but before their next turn you permanently gained control over it.
October 19, 2012 5:47 p.m.
Isn't there a cheaper one that just gives them trample?
October 20, 2012 9 p.m.
No, there is no spell in Standard that currently allows me to gain control of a creature and gives them trample and haste.
It doesn't even look like you understand the combo in the deck, please read the deck description before commenting further. You're making yourself look more like a fool with these comments.
October 21, 2012 3:28 a.m.
I did read it. You were saying that the management cost was like 5 for the combo. Traitorous Blood lowers the cost of the combo.
October 21, 2012 5:35 p.m.
Sure, but now there is no buff, and I have to look for mana fixing for the double red cost. Mark of Mutiny is still easier to cast, and I get a +1/+1 counter on the creature to attack with.
Mark of Mutiny is the best card for the deck for two reasons.
1) The combo is easy to cast.
2) It covers the scenario where the opponent has 2 copies of the creature I'm stealing. I can steal it attack, and if they choose to block they lose their copy, while I get to keep the one I just stole.
October 22, 2012 2:32 a.m.
October 23, 2012 1:30 p.m.
I second the Silverblade Paladin a great card, I think otherwise you've done well with the idea of the deck, i was just thinking what to suggest but you've covered all of my ideas already.+1
October 23, 2012 3:18 p.m.
Since you have the flicker already..I would HIGHLY recommend Kessig Malcontents and Vigilante Justice If you are adamant about keeping card:Conjurer's Closet flickering KM at the end of every turn is hilarious...as seen in my buddy's favorite casual deck. If you add those, find a way to sneak in Thatcher Revolt and good game. +1'd
October 25, 2012 8:55 p.m.
4x Silverblade Paladin kind of looks like overkill. I'll consider 3 at most, as my previous experience with soulbound is that, it can sometimes be unreliable. If I do try to use them I'll probably swap them out with the Riders of Gavony . I don't really need them during game1 as my opponent will be overwhelmed the moment I start taking there creatures and beating them with it.
Kessig Malcontents was originally in the deck, but i found it lacking as I didn't have anything to populate my board with humans quick enough to make it worth slotting it in. That is the main reason it's currently in the sideboard for game 2, when my opponent tries to sideboard in a disruption for my combo. The whole point of the sideboard atm is to replace the combo pieces and make the deck aggressive enough to take out my opponent.
Test plays show I can usually hold out long enough to build up a decent board presence to take out my opponent. The major weakness behind this decklist is that any sweepers or removal can potentially ruin the deck.
As far as the current list goes, I'll be in the perfect situation to gain control of any major threats like Thragtusk that my opponent may drop on the board. My only major concern is game2 and maybe game3. The last time I played this deck at FNM was pre-rotation, and it went 3-1.
October 26, 2012 3:23 a.m.
October 26, 2012 11:59 a.m.
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|Date added||4 years|
|Last updated||4 years|
This deck is not Standard legal.Highlight illegal cards
|Illegal cards||Sacred Foundry, Firemane Avenger, Aurelia, the Warleader, Skyknight Legionnaire, Bomber Corps, Boros Charm|
|Folders||Interesting deck ideas, Standard, Standard (Theros)|