Heartless Hidetsugu

Heartless Hidetsugu

Legendary Creature — Ogre Shaman

: This deals damage to each player equal to half that player's life total, rounded down.

Heartless Hidetsugu Discussion

burferking on Rakdos, Fraction Buster

3 weeks ago

Hello I have a similar deck, if you want to take a look: Rakdos Fractions Besides your maybeboard, I would suggest adding: Goblin Game, Blood Tribute, Heartless Hidetsugu, Fraying Omnipotence

Meaner cards: Death Cloud, Pox

Players hate land destruction, so use with caution!

RambIe on A Prosper Doomsday pile

1 month ago

Theirs ways to stop this and you would need a haste enabler online before you cast doomsday
Top Card Chaos Warp

  1. Bolas's Citadel
  2. Necropotence
  3. Wound Reflection
  4. Heartless Hidetsugu

Oldbear on Ruric TharrrrRRRRRRHHHHHH!

1 month ago

I've never seen Nullstone Gargoyle, that casting cost is high but you're right it would be cool in this deck. Heartless Hidetsugu is a great idea thank you! Dense Foliage could be good, it's kind of like a pared-back Asceticism. I will consider it. Detritivore, man what a wordy card, is another I'd not seen before. It would be really good if I was playing in a more competitive meta we're all kind of newer players so there aren't many lands people are running that really need to be taken care of (except Field of the Dead).

thanks!

carpecanum on Ruric TharrrrRRRRRRHHHHHH!

1 month ago

Nullstone Gargoyle is fun with Ruric Thar. You need to cast at least 2 noncreature spells to get one spell off.

If you're going to try and put out Lifelink stuff Heartless Hidetsugu is hilarious.

Dense Foliage protects you from spells and prevents opponents from targeting their own creatures with spells.

Dualcaster Mage, Captivating Crew and Detritivore can act like Sorceries / instants

seshiro_of_the_orochi on Card creation challenge

1 month ago

Hidetsugu fights his Demon God

Enchantment - Saga

1: Target creature deals damage equal to its power to each other creature.

2: Return target creature you control to its owner's hand. If you do, draw a card.

3: The next creature spell you cast this turn costs less to cast and has "When this creature enters the battlefield, it fights up to one target creature."


Everyone who hasn't: Read the Kamigawa cycle. Toshiro Umezawa is awesome, but he pales in comparison to the sheer terror and badassery that is Heartless Hidetsugu.

I'd like a new card for Hidetsugu btw.

Cornonjacob07 on Never Break the Chain (Chainer, Nightmare Adept)

2 months ago

FunnyDuck

After further testing and time to parse through the upcoming Forgotten Realms regular and commander cards, I think you're right about the "discard hand, draw 3" model. While it sometimes works, it takes far too much commitment and loss of control to rely heavily on. I will keep Ox of Agonas as I still think its Escape mode is pretty great, but Anje's Ravager and any others are out. I'm also putting Stinkweed Imp back into the deck because being able to process 5 cards without spending mana, just a draw, is powerful.

I think for now, I should tighten my sources of card advantage. Though it adds a bit more consistency to have more smaller looting cards like Thrill of Possibility or the aforementioned Anje's Ravager , I could just be using those slots for more powerful cards that actually impact the board or are otherwise useful while consolidating the draw power to the heavy hitters like Magus of the Wheel , Vilis, Broker of Blood , or Disciple of Bolas for example. Specific tools and answers will be handled by the tutors I was adding anyway and the general system will be greased with odd cards like Squee, Goblin Nabob and Phyrexian Reclamation .

Everything else needs to be playtested rather than theorized about, but I think it's safe to say this is a core part of the deck that I should reconsider and upgrade. I'd also like to put forward the new Warlock Class as a possible replacement or partner to Archfiend of Despair and the possibility of Heartless Hidetsugu .

I'm also interested in the new Hurl Through Hell , Fevered Suspicion , and Orcus, Prince of Undeath . The former two I'm more optimistic about, and am willing to sacrifice a little reliability for their potential and because they look like a lot of fun, but I suspect Orcus will be one of those cards that look a lot better on paper than in practice.

As always, thanks for your suggestions and consultations. I hope Shenanigans and Hellkite Tyrant have been working for you as they have for me.

Squirrel_of_War on Ruric Thar Primal Stax

4 months ago

Thanks for the response Profet93. I'll explain some of my choices here.

My idea with Svella, Ice Shaper was a way to dig for Primal Surge and play it for less than 10 mana. She might not be the best but I figured she would draw less removal than most other threats in the deck. I would much rather have a card that can just tutor for Surge but I can't find one that is a permanent in G or R. Svella is definitely a flex spot, meaning I can remove her for a better option but I do like being able to tutor it out with Woodland Bellower and Imperial Recruiter

Tajuru Preserver is in here mainly as defense against the Tergrid, God of Fright  Flip deck in my playgroup but also useful against a lot of other common removal in my meta. I would like to keep this card in the deck and the fact I can tutor it out with Woodland Bellower and Imperial Recruiter make it better.

For Goblin Bombardment I was just looking for a free sac outlet that can be out when Primal Surge resolves. I need a sac outlet because once primal surge finishes resolving the Azami, Lady of Scrolls player will just make me draw a card and lose the game. I know I don't have to cast the whole deck but the Azami player would likely be able to make me draw a bunch of cards anyway. My plan would be to sacrifice a bunch of creatures in response to the draw to kill the player with Stalking Vengeance 's ability. I'm not opposed to cutting the card but I would need another sac outlet that does not draw me cards to take its place. I considered Greater Good but it doesn't help me after Surge resolves.

Klothys, God of Destiny is a bit slow, I see your point. Most cards in the damage category I am trying to have them do double or triple damage each time and she can also ramp me if I need to get that primal surge out faster. I do like to have some form of graveyard hate in every deck and being able to tutor for with Woodland Bellower is a nice benefit. I would consider removal for something better.

Shivan Gorge is only in the deck for 1 reason, Bring players to an even life total when I need them to die from a double damage Heartless Hidetsugu . I would consider replacing it but I prefer to have at least one card to be able to hit everyone for 1 damage and at least one way to tutor for it.

My optimal primal surge scenario would be one where lets say it resolves and I play my entire deck but opponents have such high totals I can't kill them all from the triggers or maybe they were in an order which doesn't allow me to do so. I would be able to attack a player or two with a bunch of hasty, trample, deathtouchers that give poison counters so only 5 creatures would need to get through per player. if that wouldn't work or if a Fog happened I could sac a bunch of stuff and kill off everyone with Stalking Vengeance and if for some reason someone survived I could sac Rooting Kavu and shuffle them all back in. I don't have him in the deck yet because I can't figure out a way for people to do a whole lot with only a bunch of mountains because of the Blood Moon and/or Magus of the Moon that would also be out.

I moved my maybeboard to be viewable so take a look at it and let me know what you think would be best to go in place of these cards. I appreciate your input.

Phyrexian11 on God of Thunder and Love

7 months ago

I'm not sure of previous versions of this deck, but I have some cards I think you should add, plus some cards I think you should either just consider replacing or simply just take out. We'll start with the ADD list.

ADD:

  • Earthquake and/or Rolling Earthquake (You already have an effect like this in Subterranean Tremors , but this also hits players, so you'll deal EXTRA damage on top of the extra damage from the commander.)

  • Arcane Signet (You have Fire Diamond , but not Arcane Signet?)

  • Starstorm (An effect like many others, but this one has cycling.)

  • Fire Servant (It's not the cheapest creature, but it has an ability that you might want more of. You can always use more damage doubling.)

  • Mana Geyser (Look, it's just a good card to get a lot of mana quickly. Not super necessary, but it's fast mana in R)

  • Heartless Hidetsugu (I'm just suggesting this one because cutting your opponents down to 20 is great and makes killing them easier.)

  • Seething Song (Fast Mana good.)

  • Seize the Spoils (I noticed a lack of card draw, and this is a pretty neat mono-red card draw spell.)

  • Endless Atlas (Again, card draw, and it's cheap and consistent.)

  • Genesis Chamber (Yeah, it requires your opponents to be playing creatures a bit, but it makes it just that much easier to kill them. Plus the Myr generated are all 1/1s, so they will easily let excess damage through from the rest of the deck.)

  • Sanctuary Blade (A little expensive on the equip side, but this is another consitent way to give your commander pro-red.)

  • Sword of Sinew and Steel / Sword of War and Peace (You have Sword of Fire and Ice , so why not have more of the red ones?)

  • Chandra, Awakened Inferno (Her + kills your opponents faster, her - does what you commander wants, her -X is neat. I think she's all around a great inclusion.)

  • Chandra, Torch of Defiance (Okay, so now is where I admit that you only had 1 planeswalker and I talk about how much I like Planeswalker cards. I think they're cool and fun. This specific one is great beacause she either gives you mana or draws you a card, essentially. Her two differ +1's are really the only reason, but her ult is something your opponents wont want to have go off, either.)

  • Caged Sun (More Mana in mono-red.)

Subtract:

  • Ignite the Future (It's too expensive for what it does. You can better spend the mana on a Chandra, Torch of Defiance or something. Yeah, it's kind of card draw, but you can do better.)

  • Pyroblast (Unless this is for a VERY SPECIFIC meta where you are going against mean U decks, this will be more frustrating in hand than useful, I think. Plus, color-specific hate like this just feels out of place in this format, unless, of course, your meta is particularly skewed a certain way.)

  • Red Elemental Blast (See Above.)

  • Tibalt's Trickery (Yeah, cool counterspell, but I think the deck should focus more on itself, personally.)

  • Wheel of Fate (There are better, and faster, ways to draw cards. I like the idea of this card, but in having played it over and over again, either it never actually resolves -like the game ends- or it just feels like a relative waste because people can see it coming and plan ahead.)

  • Fire Diamond (Replace this with Arcane Signet . It's just better.)

  • Lavabrink Floodgates (To be fair, I've never played with this card, but OH BOY does it seem bad. If you're not proliferating the counters, then this will NEVER go off if your opponents don't want it to, and they would never want it to with this deck, unless a board-wipe JUST happened and there are not creatures. So then it's just a 4-drop mana rock producing 2, and you can just replace it with something better like Caged Sun that will help you Earthquake for a win faster.

  • Arch of Orazca (I noticed in your mana base that you have 13 lands that tap for colorless. That seems like too many for me - it's almost the same number of Snow-Covered Mountain s you have. So I am recommending removing some. I get why this one is here, for the card draw, but this is SO EXPENSIVE. I don't even run it in my colorless Emrakul deck.)

  • Great Furnace (I like this card, I really do. I LOVE artifacts. But without any artifact synergies, this is more likely do get Shatter ed or Vandalblast ed than actually help you, and that'll feel bad. Just replace it with a Snow-Covered Mountain .)

  • Hanweir Battlements  Flip (Same reason for the colorless mana, and I don't really see many reasons other than, maybe 2 creatures for the need for haste, but it's not a necessity to be removed.)

  • Leyline of Punishment (I get that this is here to make it harder for your opponents to survive or heal up, but honestly, just play Heartless Hidetsugu or something else to keep life totals low. This one is often going to feel more like a do-nothing enchantment unless your meta is HEAVY life-gain.)

  • Treasonous Ogre (Fast mana, sure, but it seemed overall pretty meh to me in this deck. It's better at killing you than it is at providing mana in this specific deck, I think.)

  • Varchild, Betrayer of Kjeldor (The effect is important for making sure you opponents have creatures, but getting her to hit you opponents before they have blockers is going to be a challenge, and if you draw her late-game, then she's just a 3/3 blocker.)

  • Bonfire of the Damned (The miracle cost is cool, but most of the time I think you'd rather something like Earthquake that will most likely hit almost all of their creatures AND more than 1 opponent/opponent's board. Plus, if this isn't Miracle'd, then this is pretty trash in your hand.)

I'm sure I said add more cards than take out, and I know I said take out a couple lands, but not really add any, but I hope this is helpful.

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