LET'S ROCK AND ROLL!

Tasigur Cedh

No budget limit.

DON'T HOLD ANYTHING BACK!

@Monterrey, Nuevo Leon, Mexico

EXPLANATION AND COMPREHENSIVE REVIEW ONGOING (WRITING HERE ON MY FREE TIMES)

We MUST get one of the combos ASAP but wary for other control and stax opponents who could stop us.

Given that there's possible another fast all-in combo deck; our role is to press for value advantage in the form of ramp and extra cards on hand, always having open mana for interaction. Let the other control players counter-em! Be smart on your plays, and let our own combo go off ON THE STACK, while another player was trying to combo off. So, fortunately, 4 of our 5 combo options are on instant speed HELL YEAH!

So yeah, sneak in the win if possible, if not, let your opponents know THAT THE BEAST IS COMING FOR THEM.

Flash-Hulk Show

Necro-Hulk Show

The Labman/Jace Show

Dramatic Scepter Show

The game wouldn't be fun if we didn't any weaknesses! Here's a discussion on what our banana lord has found trouble with!

Combo recursion

The deck has found trouble recuperating combo pieces that had "fallen" from our hand. At the beginning of the game, there's almost no reason to use Tasigur's ability. Your hand should be enough to get going to control and end the game with a combo. If for any reason, opponents use a Windfall or a Wheel of Fortune , and a combo piece is in hand, start worrying. For that reason, we run a single recursion spell in the form of Regrowth . Normally, you'll switch for another combo once somebody wheels our entire hand. And no, forget about your opponents giving you a combo piece with Tasigur's ability. So if you see a wheel coming up, either counter it, or prepare to start searching for another combo. If on the continuation of the game, you get the other part of the combo that you lost to the wheel, tutor for Regrowth to get back you other combo piece and start rolling! If you lost any creature from the Flash-Hulk combo, first, instead of tutoring for other cards, start activating Tasigur's ability since it's possible that an opponent will give you any of those creatures back. They're unlikely to give you an active threatening spell instead of a single creature which would seem unlikely to get on a combo after a wheel.

Note that if the game's going wrong, and you start activating Tasigur's ability, and a combo piece falls from the deck to the graveyard, also worry. This could be considered Tasigr's greatest weakness; you really don't control what falls to the graveyard.

To improve on this, get in more spell-recursion cards!

Controlling the whole table

This deck was not designed to interact through every turn. Only interact with the opponent's stuff if it's really necessary. Our fuel is not infinite. It's great that our commander allows us to almost certainly get interaction back from our graveyard, but it's no secret that holding up to activate, is expensive, and should only be used if necessary or in excess of mana.

Stompy decks

Did you notice? Almost no creatures and no board wipes, in the addition of running a deck hungry for our own life with Necropotence , Dark Confidant , Sylvan Library and tons of shock and fetches. Fortunately, our commander has a sexy big ass with 5 toughness and a threatening 4 power to let our opponents know that we won't hold back on blocking and destroying their attackers. Still, this deck will succumb if stopped with his combo at the start, forcing us to have a slower game, and having an opponent running a hoard of attacking flyers of any other creatures with evasion will almost certainly get us done if we don't combo fast enough. To compensate for this, if needed, start ignoring interaction and use almost all mana to get combo pieces back or tutoring for another combo. This might let our stompy deck opponent(s) (hope it's only one), know, that there are other bigger threats on the table than us.

Why this flash-hulk line?

Melira, Sylvok Outcast + Disciple of the Vault + Lesser Masticore + Viscera Seer

VS

Mikaeus, the Unhallowed + Walking Ballista + Phyrexian Delver / Body Double + Viscera Seer / Carrion Feeder

I have experimented with both lines for a while. I have also tested other lines and definitely these 2 are the best lines since they'll certainly end the game if no opponent has interaction. But which of these 2 lines?

After testing with the Mikaeus-Ballista combo line, I noticed that drawing into almost any of these pieces is a certain recipe for dismay. Getting either 5 mana for the Body Double or, god-bless us, 6 MANA for Mikaeus, the Unhallowed is too much to ask for. Otherwise, if you happen to draw into any creatures of the Melira-Masticore combo line, it's a lot cheaper to drop them by hand. This was at first the main reason why we switched into this line.

Both lines just asks us for 4 card slots.

Both lines are weak to graveyard hate, so a Rest in Peace , Leyline of the Void , Grafdigger's Cage or Faerie Macabre hurt us too much. Also consider that Cursed Totem or Suppression Field also stops us since on both of these lines, we require the Viscera Seer activation.

Considering Collector Ouphe and Null Rod , the Mikaeus-Ballista combo also falls apart, while the Melira-Masticore doesn't. So that's another reason to run this line. I know Mikaeus is an awesome card and that the Ballista is another way to end the game with infinite mana, the thing is that Mikaeus would simply be a whim, and for the ballista, there are other ways to end the game with infinite mana, we really don't need the redundancy here since there's also plenty.

PENDING TO WRITE ON... 1. EXPLAIN WHY THE MELIRA, DISCIPLE, MASTICORE AND VISCERA LINE INSTEAD OF THE MIKAEUS/WALKING BALLISTA LINE on flash-hulk.

  1. WHY NOT HAVING THE WHOLE ELVES LINE OF DORKS/WHY NOT HAVING THE WHOLE LINE OF MANA ROCKS?

  2. Is it worth it? the risk of almost no basics for our tainted pact.

  3. when to stop @ ad nauseam

  4. Force of Negation vs Misdirection HERE'S PENDING AND STILL ONGOING! COMEBACK SOON FOR MORE BABY!

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Casual

93% Competitive

Date added 4 years
Last updated 4 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

1 - 0 Mythic Rares

51 - 0 Rares

20 - 0 Uncommons

22 - 0 Commons

Cards 100
Avg. CMC 1.90
Tokens Beast 3/3 G, Bird 2/2 U, Manifest 2/2 C
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