I also like the idea of Filth and Urborg, Tomb of Yawgmoth , or one of the goofy enchantment substitutes to make Varolz unblockable. Seems optional though. I'd also wanna play Oona's Prowler as a nice discard outlet.
This deck should be able to get out quick and leave your opponents in the dust. Voltron implies a very sort of slow-sorcery speed thing, which is going to happen, but consider some more instant speed things that will help you get quick kills, like Tainted Strike and Might of Oaks .
Remember, if you wanna go Voltron or something with a more General centric strategy, it's best to make heavy commitments to it with ways to solve all the other problems, like tuck and whatnot, with other cards. Don't try to make a Plan B, necessarily, with other stuff in the deck. I think Varolz will get you there, if you let him.
Decided to altar the deck into a "ROCK" strategy with creating big beat sticks. Voltron is a possibility for 1v1 play. But in order to focus on 3 to 4 player match ups, creatures such as skullbriar or nether traitor to optimize scavenge value. Suggestions?
Decided to altar the deck into a "ROCK" strategy with creating big beat sticks. Voltron is a possibility for 1v1 play. But in order to focus on 3 to 4 player match ups, creatures such as Skullbriar or Nether Traitor to optimize scavenge value. Suggestions?
In Multiplayer, my experience is that it's going to take people a lot more time as a group to try and stop your plan(s).
That said, I still think starting out with a narrow goal will help you tremendously as you build and tune the deck. To me, that narrow goal is killing one person at the table.
Now, Varolz is kinda weird, as most General-Damage strategies want to play less creatures. But he kinda needs them.
That said, I think you've got some pretty decent instincts here with the creature list, but it does need some work. Nether Traitor seems really good to me. Skullbriar seems like he'd get in the way.
Varolz is a little tricky, because the impulse to Scavenge can be a trap. So when you include creatures, try to find the ones that intersect with good utility but could also be effectively abused with Scavenge.
This strategy does mean you're probably playing a little more sorcery speed, but that's how multiplayer goes. Also, Sakura-Tribe Elder is a lot better than Dawntreader Elk , if you can get one. That's an easy 1-for-1 switch.
I don't think you need so much Dredge stuff. Sure, it's cool, but it's probably just better to use what you're putting in the deck rather than to put it in your graveyard and then exile it away. If Varolz is out, you always have a good sac outlet too.
If you're going to be beefing up creatures, giving them trample, and potentially making them unblockable (as per suggestion of Rogue's Passage and Shizo, Death's Storehouse) then why not add in Vraska the Unseen for her removal, ability to protect herself if they actually want to stop attacking you, and her "why not" ultimate? I mean, why buff and bonk when you can buff and win?
I don't know about you, but Death's Presence seems pretty good with Varolz. Especially if you end up with Death's Shadow or Phyrexian Dreadnought in your hand. Play them from your hand, they immediately die triggering Death's Presence you put 12 or 13 +1/+1 counters on a creature. And banking off of creatures you might sacrifice it can get pretty ridiculous.
im kind of suprised you dont have crucible of worlds in their
i kept crucible out for cost purposes. and honestly, life from the loam has been getting the job done and cantripping with the Dredge to ditch cards.
Also, Grim Backwoods is a decent sac outlet which also nets you a card.
Although sacrificing isn't a big thing in the deck, I would suggest Blood Artist just to liven things up a bit, and to present some lifegain where there otherwise isn't much, also it makes attacking and blocking that little bit harder.