Description

Punishing Choices is designed to make the opponent choose how they die. Choosing how and when they take damage from the start of the game til the very end. Suggestions are always appreciated.

Zo-Zu the Punisher is our Commander but is just a piece of the Punishers that will bring pain to the entire table as your discretion. Playing him as early as turn 3 will start to generate small amounts of damage piling up on each opponent until his threat level demands action. Included is a small suite of land destruction to force land drops later in the game.

The Punishers

Goblin Arsonist , Mudbutton Torchrunner , Dance with the Devils, and Devils' Playground punish those who would seek to destroy them.

Scab-Clan Berserker and Mindsparker punish those who would seek to harm you without the aid of their minions.

Flameblade Angel and Circle of Flame will cleanse those who would seek to attack you or harm your minions in burning flame.

Burning Earth would punish those who would seek to harness the power of the non-basic lands against you.

Lavaborn Muse would punish those that play too aggressively.

Hissing Iguanar punishes those who care not for their minions or are too careless in the destruction of others' minions.

Ash Zealot would punish the profane necromancers that would seek to reanimate their dead.

Eidolon of the Great Revel would punish those who would seek to destroy you without appropriating the proper resources.

Hard ChoicesThese cards are included go give opponents additional control in how they die.

Blazing Salvo : Lose a creature or 5 life...the choice is yours.

Browbeat : Do you want to take 5 damage or allow me to restock my hand?

Breaking Point : Field clear or 6 damage to the dome. Extra dangerous if Hissing Iguanar is in play.

Vexing Devil : Great Early game but is often found wanting later. Good play off the field clear.

Combustible Gearhulk : Variable damage or draw three cards. Make them think about how to benefit you.

Sin Prodder: Allow me to draw this card. Or suffer the damage to have me discard it.

Suggestions

Updates

Comments

TM93 says... #1

Hey, with the addition of Amonkhet would Harsh Mentor be fitting for a deck with this kind of deck?

May 3, 2017 4:26 p.m.

bushido_man96 says... #2

Nice. It looks like a slow, agonizing way to go out for those you play with. I like it.

May 3, 2017 6:49 p.m.

HawkRider says... #3

I really need to build a deck around this guy...

I have a couple of suggestions for you. First is Gamble. Fantastic card, the only time I can really say it's disappointing is if you're top-decking at that point. Or you discard the card you tutor... But that just depends on your luck.

Second. Replace Chandra, Pyromaster with Chandra, Flamecaller. Far more useful to you. You can get rid of all of the cards in your hand that aren't useful to you any more and get a fresh set of cards. Plus, she can clear the board of a surprising number of creatures - even in EDH - and if nothing else, she makes a couple of guys for you to swing around.

Third. Wheels. Cards like Magus of the Wheel are fantastic for red decks. Not only are you going to run out of cards in hand fast, but you're opponents are likely to constantly have more cards in hand than you. And thus, more to lose from you wheeling. Wheel of Fate, Wheel of Fortune and Chandra Ablaze are other cards that can do this for you.

Fourth. Word of Seizing. Okay, so this is more of a fun card. It might be a little too slow for your deck. But I recently discovered this card when someone used it to steal my Jace, Unraveler of Secrets on 8 loyalty counters. I still can't believe I managed to win after that... But yes, it can be a ridiculously helpful card in the right scenario.

Fifth. Harsh Mentor. As stated in a previous comment, hilariously good card in mono-red. So mana activated abilities in EDH, it's going to be burning people so often. (I mostly hate it because it really weakens Lightning Greaves.

Speaking of, sixth. Lightning Greaves, and to a lesser point Swiftfoot Boots. People are going to want Zo-Zu dead. Simple as that. While this won't protect him from wraths, Black has lost all of the common ways to kill Zo-Zu, Blue can't bounce him easily and White is forced to wrath if they want rid of him. Sure, Green isn't going to care particularly, they'll just be forced to use Krosan Grip before their Beast Within, but it still can be handy.

Seventh. Obsidian Fireheart. You've already punished them for playing lands, so why not punish them for having lands in the first place? In all seriousness, this is a pretty good mana sink, and there are going to be turns where you don't have anything else to spend your mana on. While it can only target lands that aren't already on fire, it can still quickly drain your opponent's life, especially if you have that Caged Sun out. Three red land, two lands burning away.

My final suggestion is somewhat more tentative, since while it is a really good card, in this deck it's pretty dependent on you hitting yourself with your commander. Valakut, the Molten Pinnacle. It's a lot better than Hellion Crucible, especially if you aren't running any land recursion or proliferate effects, but it does require land ETBs.

Oh, one or two more cards. Blasted Landscape and Smoldering Crater are some more lands with cycling you can run, which might be nice in your deck. Gauntlet of Might and Gauntlet of Power are both essentially Caged Suns. Sensei's Divining Top and Gilded Lotus are both great. Sol Ring is one of the best mana rocks in existence. Subterranean Tremors and By Force are pretty good. Chaos Warp and to a lesser extent Divergent Transformations are really useful if you can't deal with something. And Charmbreaker Devils are always helpful to have around, but may be a little too pricey for your deck mana-wise.

... I need to stop before I've just built a deck in your comments. These are just suggestions from what I've seen from some other red players (plus the start of my research into building a Red deck), so I can't guarantee them all being good ideas, but they may help you.

Also, I'm aware that some of the suggestions I made are almost hilariously expensive, but they are just suggestions and the most expensive one you'll probably want should be dropping in price at the moment since it was banned in another format, if I recall.

Now... Do I finish a deck or start a new one? Choices...

May 3, 2017 10:36 p.m.

pickelchu says... #4

Add more damage doubling cards like Gratuitous Violence and/or Furnace of Rath

May 4, 2017 6:34 a.m.

bushido_man96 says... #5

HawkRider, that's a nice rundown there. That's why I hang out here!

May 4, 2017 10:43 a.m.

Khansolo says... #6

Thanks for the comments guys. I will definitely be getting a copy of Harsh Mentor to throw in there and look through pricing on other cards to determine what I can afford.

May 4, 2017 12:10 p.m.

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Compare to inventory
Date added 5 months
Last updated 5 months
Legality

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 3.23
Tokens 4/4 Hellion, 1/1 Devil, 1/1 Goblin
Views 327

Revision 2 (5 months ago)

-1 Brain in a Jar main
-1 Cinder Pyromancer main
+1 Hanweir Battlements main
-1 Springleaf Drum main
+1 Forgotten Cave main

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