AGGRO DISCARD FUN FUN TIME

Standard Chefjohntodd

SCORE: 2 | 14 COMMENTS | 2511 VIEWS | IN 2 FOLDERS


Well, not to bad —April 20, 2016

Played a tutelage deck, won 2-0 Played white red with avacyn and gideon lost 2-1 Played gideon, arlinn kord, nissa, and avacyn deck and lost 2-1

I think it needs instant removal so putting 3 of the Ruinous Path to side board, and put Grasp of Darkness. Also moved 2 Duress to side board and added 2 Transgress the Mind to main. Dropped one Tormented Thoughts and added 1 more Remorseless Punishment.

Let me know guys what you think...

GearNoir says... #1

I'd consider moving Languish and Duress to x4. You could also benefit from Ob Nixilis Reignited x2/3 and Ruinous Path x3.

April 14, 2016 7:15 p.m.

Chefjohntodd says... #2

Gearnoir, what would you suggest clearing out to make room for the nine cards? 2x Tendrils I am guessing, but what else?

April 14, 2016 9 p.m.

GearNoir says... #3

Yes, I'd try dropping Tendrils, 1 Remorseless, 1 Asylum, 1 Deadbridge, 1 Erebos', 1 Pitiless, 1 Despoiler, and 1 Swamp.

Playtest this first! See where it gets you.

April 14, 2016 10:19 p.m.

Chefjohntodd says... #4

Hey gearnoir, how would you best use ob nixils, I am not super great with plainswalkers, and by that I mean I have never used one in a deck before. What would be his best use, I'm guessing the +1 for the card draw and -3 to get rid of anything opponent manages to cast. ..

April 15, 2016 9:35 p.m.

GearNoir says... #5

I'm not sure how much you are acquainted with planeswalkers, so I'll start from the beginning. Sorry if you already know most of this.

  • Ob costs 5 mana to cast (2 must be Black, 3 can be any color). He starts with 4 loyalty counters (note the little shield with the number 4 on it in the bottom right of the card). The loyalty counters represent a planeswalker's life points and are also what we spend to use their special abilities.

  • In the main text area of the card are the abilties of the planeswalker (not the arrow-like symbols with numbers in them). There are usually at least one or more "+" abilities and at least one or more "-" abilities. We can only pick one of the abilities to do on our own turn, starting on the turn we place him into the battlefield.

  • The "+" abilities allow us to add the specified number of extra loyalty counters to him and perform the minor ability listed. The "-" abilities make us remove the specified number of loyalty counters from his loyalty counter total - these abilities are usually stronger than the "+" abilities and the most costly "-" ability is usually considered the planeswalker's "ultimate" ability which usually has a drastic impact on the game, in your favor. In order to do the "-" abilities, we must have already saved up the required number of loyalty counters or more than is required. If we do not have enough counters for the ability, we cannot use it.

  • Note that if we use an ability and our planeswalker has no loyalty counters remaining, it "dies" and goes to the graveyard. Also note that planeswalkers can be attacked through spells and by creatures; when a planeswalker takes damage, we must remove loyalty counters from it equal to the damage it received, so a planeswalker can also die this way.

The goal with Ob is to try and keep the him alive until he reaches 8 or 9 loyalty counters (9 is ideal, so he stays alive after using his ultimate) so you can give your opponent the special emblem that deals 2 damage to them every time they draw a card.


tl;dr

His "+1" ability is a great way to help you keep drawing cards and staying ahead, the 1 life loss usually doesn't hurt enough to matter; if it does, you don't have to use his abilities and can use him as a shield instead to block spells or creature damage directed at you.

His "-3" ability can be really useful if your opponent has brought a big creature out that you need to get rid of quickly (assuming it doesn't have Indestructible). Note that his "-3" ability can be used immediately after you cast him if necessary and won't kill him since he'll have 1 loyalty counter remaining. This will make it significantly more difficult to save for his ultimate however (this is where multiple copies might come in handy since, if an Ob you cast dies, you can cast the next one and he will start with 4 loyalty counters again).

The "-8" ability is pretty decent because the emblem it makes stays with your opponent permanently for the rest of the match. It means that your opponent will lose at least 2 life each of his draw phases; if he has a deck that relies on drawing many times, it'll hurt even more. If you happen to get more emblems cast onto your opponent, the damage increases of course.

April 15, 2016 10:27 p.m.

Chefjohntodd says... #6

I think you gave me alot here gear, thank you. I am going to give this build a try. The ob will become a target it seems, and that's not really a bad thing. I am going to try to run a deck for the first time with a plainswalker. I love the ruinous path here too. Seems like it will get rid of any troublesome creatures or plainswalkers that opponents cast. Thanks again. Keep the help coming guys... I need all I can get

April 15, 2016 10:51 p.m.

AisforAmity says... #7

I think if you're going to ruin 4xLanguish, you want to minimize creatures who will be cleared by it. In other words: go to 4xErebos's Titan and consider adding things like Inverter of Truth.

Or, alternatively, use plenty of Macabre Waltz to recover your board state once you have Languished.

April 17, 2016 9:47 p.m.

Chefjohntodd says... #8

I think Despoiler of Souls will help Wil recursion. And I think your right with the Erebos's Titan I might go back to 4 Titan's and drop 1 Languish what's everyone else think?

April 17, 2016 9:57 p.m.

AisforAmity says... #9

To clarify, I meant "if you're going to RUN 4 languishes" in my above post, not "if you're going to RUIN 4 languishes". Slight difference there!

April 17, 2016 10:06 p.m.