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Fire and Brimstone.

Just putting to paper a possible Devil Deck that actually seems pretty legit. I've gotten most of these cards from packs and thought I should find a home for them. I was especially surprised to find 3 Flameblade Angel s in the same Fat Pack... but who knows, maybe they will turn out to be decent.

Vessel of Volatility allows some of the more expensive cards to see early play and is good fuel for Delirium on Gibbering Fiend , and Sin Prodder can either deal some pretty massive damage by allowing your opponent to discard, or letting them know what is coming to cause a lot of trouble in the near future. Card draw is always nice too, especially since there aren't very many practical options in red (though Tormenting Voice is really nice in a Madness Deck). Flameblade Angel makes your chump blocking Devil tokens hurt twice as much (1+1=2), and Embermaw Hellion adds in another (2+1=3), while Impact Tremors makes them do work coming and going (3+1=4). Gibbering Fiend is a friendly fella that is a persistent annoyance and a decent source of damage.

There is access to up to 24 Devil Tokens in this thing, and their removal on their own would deal 24 damage (if you actually got them all on the board), but that doubles (1+1=2) for every Embermaw Hellion (+1 each) on the board as well as every Flameblade Angel (if you kill them by blocking or they get burned by an opponent, another +1). So, at a minimum if you only get one Dance with Devils for 2 tokens and you do not have a Hellion or an Angel, you will deal 2 damage directly to an opponent when they die. At a maximum, if you have all 24 Tokens along with all 4 copies of each Hellion and Angel AND your opponent wipes the board for some reason, you would deal 216 damage (9 damage from each token that dies from an opponent times 24 tokens). As unlikely as that scenario is, it might be possible to have 6 tokens down with one Hellion and one Angel. Stack blocking with all 6 tokens and having them all die would be 18 damage which is nothing to sneeze at. The cool part is that the 216 damage is just the potential output from devil token death triggers and can be spread out across the game. This isn't even damage considered from attacks, tremors or other direct burn. 20 is all you need to win :)

Certainly plenty of pressure for your opponent since they would have to decide whether or not to take the damage from being attacked which would add up with Hellion, or block and take the damage anyway, or kill the tokens and take the damage anyway. If you want to be more defensive then that decision is yours and could kill them all the same.

There is also plenty of fire and flames to control the board or just make your opponent burn with Avacyn's Judgment , Burn from Within, and Fiery Temper.

The Sideboard adds several more options for burn depending on what you are up against. Dual Shot is kind of a fun option to shoot your own tokens instead of an enemy creature to activate their direct damage to an opponent, which if you have Embermaw Hellion down is at least 4 damage for a single red. Unconventional, but a neat possible finisher.

Not necessarily competitive for Standard (or is it? Play testing is actually really promising), but a nice budget deck for home games that should put those extra Devil cards you've been opening in packs to good use.

Thanks for reading, and if you have extra cards that you would like to try in a deck but aren't sure what to do with them let me know and I'll try to help you make it happen :)

It's been a fun, mischievous ride but Standard is finally rotating. There are too many losses to recover and recognize what was left behind, so I'm putting this version to rest. The update was possible, but it simply had to include another color. I could have just taken out the rotating cards and thrown in a bunch of burn spells, but that wouldn't have been in the spirit of the deck. Instead, the Devils have found solace with a new ally: Demon of Dark Schemes. I'm reasonably happy with the update, but things will never be the same. Thanks for all the attention Sinful Devils has received over the last several months. I appreciate everyone's support.

Without further ado, here is the updated deck ready for the Kaladesh release this weekend:


Devils and Demons

Standard* Hobbez9186

SCORE: 3 | 2 COMMENTS | 513 VIEWS | IN 2 FOLDERS


Enjoy!

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So a lot of exciting things have changed in Standard over the last few weeks and I think it's finally time for a proper update to one of my favorite new decks that I'm particularly proud of.

First, Pyromancer's Goggles tanked in cost. At the time of creating this they were $18 a pop and there was just no way. A couple of weeks ago when Eldritch Moon was releasing I noticed that they dropped below $4 a piece so I jumped on a pair of them. TCG still has them between $5 and $6 which isn't bad but I was super excited to get two for about $7.

Anyway, the Goggles are crazy good.

Molten Vortex on turn 1. With Vessel of Volatility on turn 2 I can put Pyromancer's Goggles out on turn 3, play an Impact Tremors and Make Mischief on turn 4 (one face damage and one impact damage from the token putting opponent at 18 but copied with Goggles gives you a second token and ping to put them at 16), an Embermaw Hellion on turn 5 (1 impact damage from tremors +1 from the Hellions ability since tremors is "another" red source putting them to 14), and finally on turn 6 you can simply play Devils' Playground twice by copying it with the Goggles for 8 tokens. 8 tokens makes 8 tremors and each one of them gets a +1 from the Hellion for a total of 16 damage which makes them very dead without any combat damage.

This happens more often than I thought it would. If it can't happen on turn 6, typically you'd have enough things in the way to stay alive until you can reach that finisher, but even without all that setup simply being able to double the number of tokens that hit the ground is huge. Even being able to double a Make Mischief is sweet if you had a Hellion and Tremors down. That would be 1+1 to the face and 1+1 tremor damage, and then copied to 1+1 to the face and another 1+1 tremor. That 3 mana common that most people wouldn't use as toilet paper just did 8 face damage and you still got 2 Devil tokens. Goggles are sweet.

Speaking of Make Mischief, I replaced Avacyn's Judgment with Mischief mainly because of flavor, but also because of the above scenario and the fact that it is now a third card that creates a token. I didn't have a reliable way to Madness the Judgment and even when I did there would barely be enough mana usable to do anything impactful. Commons over Rares, sometimes it's all about how you use it.

Since I knew I was dropping Judgment and had nothing else to take advantage of Madness and only one creature that cares about Delirium Tormenting Voice had to go. Sin Prodder tends to give me all the card advantage I need and Voice just falls to the background as something I'd rather not draw. This made room for one of the most exciting creature additions they could have printed: Impetuous Devils. Holy crap do I love this card. Ball Lightning reincarnated as a Devil with the added bonus of a forced block to take down whatever you want. Yes, please. The only thing that could have made it better is if it dropped a Devil token instead of the block, or did both and cost another mana. As it is though this is an amazing 4 drop that fits this deck like a glove.

In the fire department for the sideboard I was happy to add Incendiary Flow and Collective Defiance. I took out the Dual Shots since it was just a gimmicky trick anyway that I never actually used. It was a fun idea but it's almost completely useless to use against opponents creatures since they are almost always too big on their own or field buffed by something. I don't actually remember what the other card was that I took out, but both of these were better. Either one of them cast with Goggles would be devastating, especially with Hellion on the table. A double flow +1 would be 8 face damage for 2 and a double Defiance +1 would be 8 face damage and 10 creature damage for 4.

I've played this deck a ton over the past several months and with these upgrades I'm incredibly happy with its current form. Not only is it fun to play but it's effective against most deck types and it works even stronger in multiplayer formats. The only real threats are counter heavy decks that stop you before you get started or decks that mainboard answers to Impact Tremors. Thanksfully Hellion is big enough to avoid a lot of popular removal like Radiant Flames, Languish, and Grasp of Darkness, but he's seen his share of Ultimate Price and Declaration in Stone. Shutting down the Hellion and/or Tremors is the biggest weakness, but being able to sideboard in more direct burn for face damage is a viable alternate strategy.

I'm still not looking forward to Dragons and Origins rotating out at the end of next month, but until then this continues to be my Standard deck of choice.

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Top Ranked
  • Achieved #20 position overall 7 years ago
Date added 8 years
Last updated 7 years
Legality

This deck is not Standard legal.

Rarity (main - side)

2 - 0 Mythic Rares

21 - 3 Rares

8 - 10 Uncommons

9 - 2 Commons

Cards 60
Avg. CMC 3.65
Tokens Devil 1/1 R
Folders Decks I want to make., Decks I Like, Decks, 2016, Budget, Red, dicks, Copies, Budget Standard, My Wishlist
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