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I definitely think Warstorm Surge would work in this deck instead of Fling . I'll probably end up putting Skarrg, the Rage Pits and Kessig Wolf Run in. I'm looking for as many ways as possible to sack my creatures and then bring them back to get Kresh the Bloodbraided really big and then bring those creatures back.
Well, the idea behind Fling is that you can use it on a giant Kresh to take out an opponent with a single shot. When they go to remove your 28/28 Kresh, you punish them by flinging him in their face. Simply leaving two mountains untapped is often enough get others to play nice with you.
Warstorm Surge is nice and all, but Kresh enters the battlefield as a 3/3. Not much synergy there. Lord of Extinction works well with it, but you only have one creature of that caliber. I suggest you consider playing it in addition to Fling , not in place of it. Or add more cards with synergies, like Malignus .
If reanimation is a big part of your strategy, you'll want to pony up for Living Death .
And I see you have Protean Hulk in your maybe list. You may be able to play him in your local group - check with them. However, he does appear on the official ban list for commander.
You don't need Skargg it's a literal piece of shit just get brawn. Living Death is gonna kill Kresh so whats the point in it. Black Sun is counter productive because its counters so it removes half the counters he's gonna get. Protean Hulk is banned so I don't understand. Doubling season with Avenger of Zendikar and Craterhoof can literally be said for any green edh and its 3/99 cards so good luck. Same with corpsejack and doubling season 2/99 cards. Dolmen gate is completely counter productive. Now what does work well is mageslayer, grim backwoods, and violent ultimatum and its good you have them. I cannot fathom why you don't have overwhelming stampede btw.
There is one thing I feel could help your deck tremendously: global sac outlets. You like sacrificing creatures. Why not make everyone sac, giving yourself value, and hitting removal? Barter in Blood , Death Cloud , Fleshbag Marauder , Grave Pact , Innocent Blood , Rite of Ruin , and Syphon Flesh would all be interesting options, and would give you a much better match-up against hero-themed decks.
I also feel like your deck needs better and more ramping, plus you're in green so that's not an issue. Cultivate is the first card that comes to mind, but there are numerous. If you're running green, you need Mana Reflection , along with a few other green EDH staples. I don't play green, so I don't know them.
Card draw is also good. card:Hunter's Insight and Decree of Pain come to mind..
More searching is always good. Personally, I use Diabolic Revelation , Demonic Tutor , and Increasing Ambition , though I would like a few more expensive items. I used Diabolic Tutor up until recently. Diabolic Intent seems excellent for you.
And I think that's about it for now. I like most of the deck, though there are certainly some amazing, widely used EDH cards like Sheoldred, Whispering One that would help the deck tremendously. You just need to shore up a few of the less core elements of the deck.
Skarrg gives Kresh Trample and a small buff for 3 total mana. It's a very good substitute for Kessig Wolf Run . Running both just increase your chances of drawing something that can give Kresh extra power and Trample. And as a land, it's not hurting you by using it. Brawn is okay, but you need to have a Forest to make it work (you have very few) and graveyard hate is rampant in EDH. And it needs to somehow get dumped into the graveyard to work. Skarrg works all the time.
Skarrg gives very little to kresh because the minimal buff and trample may not be worth the land simply because it gives a colorless mana. It's Kessig Wolf Run 's baby brother in terms of power. Instead of playing 2 of the same lands more or less consider running Crop Rotation and having a toolbox of utility lands if you are so dependant on this land as to run a "2 of". That way you can search for the land that you want/need for the situation at hand. Skaarg works but don't gimp your color fixing.
Skarrg really is not that good. A 1/1 buff rarely matters in EDH and an enchantment or creature can give a permanent trample instead of having to invest mana every time you want to use it. card:Gaea's Embrace, Mosstodon (still investing mana but its only 1), Roughshod Mentor , Rancor , etc. The upside of creatures that give trample is even if they have an answer for it you still benefit from them by getting counters when they die. It's might not be what you wanted out of it but it's still better than nothing. Why would you need a substitute for Wolf Run anyway? Its not there to be depended on and thus a bad substitute of it is not necessary. That land slot could be used for something else. Also how will Brawn not work if he only has 3 basic forests? He has plenty of ways to produce green mana and it only costs 1 green mana.
Well, that was fun... except not.
Skarrg, the Rage Pits was the default option before KWR was printed. Kresh shouldn't need to be buffed. He'll get big all by his onesie. All he needs is a from of evasion, so he doesn't get chumped all day long. Skarrg does the job. While it does require mana investment, it is neither easily counter, nor easily removed.
Yes, some people will play land destruction spells. Acidic Slime is a staple. And that is why I run both KWR and Skarrg.
Now, Brawn is a respectable option, too. I run one of those, as well. But, as zandl wrote, it requires a forest - RTFC, Oreo - and a way to get it in the grave. When I suggested Skarrg, this list had few land fetchers. I may be mistaken, but it looks like a few have been added. So, Brawn is looking better.
There are about a dozen changes I'd make if this deck were going to be competitive, but the owner has stated a desire to keep it budget. Inevitably, a few less than optimal cards are going to make the list.
I never said Skarrg was better than Kessig, nor did I say he should use one over the other. And I never said the +1/+1 buff would win games. So stop putting words in my mouth. All I said was that Skarrg would be good to include with Kessig Wolf Run , since trying to draw out one card from 99 is a bit difficult. Having 2 similar cards in a deck essentially doubles the odds of drawing one.
Both are good with Kresh, and both are lands, so neither is taking up any real space in the deck. So there's no reason to not use both.
If anything, Brawn is just easier to deal with than Skarrg, the Rage Pits or Kessig Wolf Run . Any self-respecting EDH deck will have some form of graveyard hate and he needs to find his way to the graveyard before he does anything. Lands are the hardest things to destroy in EDH and utility lands should always be considered since you get (a) mana and (b) and ability. That's value-town, right there.
Alright guys if you're going to keep arguing then just stop posting. I personally prefer Kessig Wolf Run so that's what I'm going to put in. I have other ways of giving creatures trample so I can deal with not having Skarrg, the Rage Pits . As for Brawn , I have ways of both getting him out and sacking him. In creatures alone I have 5 that could allow me to do that and ways to make sure that I have a Forest out. @Traveler247, thanks for all of the suggestions. I think Diabolic Revelation , Increasing Ambition , Cultivate , and Diabolic Intent work pretty well in my deck.