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more removal, board wipes, counterplay, more draw/cycle

Sek'Kuar, Deathkeeper: Damn, This Deck's Got Some BALLS!!

DISCLAIMER: Any allusions or references herein to the male genitalia are purely coincidental.

This Deck is all about BALLS. Or, more specifically, this budget EDH deck is Ball Lightning Tribal. This deck runs a variety of creatures with similar functionality to the ol' classic Ball Lightning. Its commander, Sek'Kuar, Deathkeeper serves as a way to weaponize them.


So, first off. What is a ball? Well, a ball is any card that is like Ball Lightning, but let's get more specific. Considering BALLS are the MEAT of this deck, it is important to define fundamentally what a ball is.

Balls are identified by no less than four (4) characteristics:

  • Balls are cheap.

  • Balls have high Power, and usually 1 Toughness.

  • Balls don't tend to stick around for long.

  • Balls have 'haste', or an ability that gives an otherwise immediate effect.

If it wasn't obvious, the goal of this deck is to play with our balls. We want to cast 'em, swing with 'em, and synergize with their fundamental characteristics (see above).

We run a solid PACKAGE of BALLS that are bog-standard. These bog-standard balls (also known as "ol' reliables"), include Ball Lightning, Groundbreaker, Arc Runner, Blistering Firecat, and Lightning Serpent. The impact of these cards are supplemented by our "LTB/ETB" suite, which provides bonus effects when playing or killing our balls. Warstorm Surge burns opponents with our balls, Death's Presence makes our balls bigger, Kresh the Bloodbraided or Stalking Vengeance love it when our balls die, and Sek'Kuar, Deathkeeper, our commander, can generate more "permanent" balls in exchange for our transient balls.

We run a suite of Fling-type cards, including Bloodshot Cyclops and Soulblast, while also using cards like Disciple of Bolas, Greater Gargadon, and Momentous Fall to accumulate fuel and momentum by sac(k)ing said balls.

Additionally, we have a number of Evoke balls, henceforth known as our Oddly-Sized-And/Or-Shaped-Balls (or OSASB) package. These Evokers, like Shriekmaw, Ingot Chewer, and Spitebellows help us get rid of threats to our balls, while Briarhorn and Glarewielder lets us more easily swing with our balls. These Evoke balls (AKA "Honorable-Mention Balls"), also serve our ball-needs by synergizing with our suite of cards that capitalize on our "balls-out" strategy.

There are also what we shall call "Pseudoballs", balls that are not quite balls, as they lack several key features or characteristics most other balls have. Nova Chaser and Phytotitan sure look like balls, but they are not, due to their lack of haste. We can make them balls though, using cards like Apprentice Necromancer, Fires of Yavimaya, or Ogre Battledriver.

When it's time to make our balls swing, cards like Briarhorn, Kessig Wolf Run, and Wine of Blood and Iron will help make them hurt that much more when they connect with our opponent's face.

A very generous helping of removal spells help us Protect Our Balls so that we can go "balls deep" later. In addition to the kill potential of Fling spells on our opponent's creatures, Reclamation Sage, and Sudden Death, Vandalblast can get rid of stuff that molests our balls.

mo·lest

/məˈlest/

verb

  • Pester or harass (someone, or something) in an aggressive or persistent manner.

"Jim has been using illegal cards to molest my Ball Lightnings all night, I should report him to the Judge."


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96% Casual

Competitive