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Darigaaz, the Igniter - PrEdh Jund Midrange Damage

PreDH BRG (Jund) Dragons

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PrEDH: format where cards released in and after the Commander sets are not allowed. This means no "Commander Set" cards or cards initially printed after M12 Core Set. For example: Garruk, Primal Hunter was printed in M12 Core Set and after is not allowed, whereas Inferno Titan was printed in M10 Core Set (and M12 Core Set) and is allowed. Balefire Dragon is not allowed because Innistrad was released after M12 Core Set.

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Meta and deck intention. I and while piloting this deck am more interested in winning a 'good' game than a objectively perfect game. Therefore this deck won't be strictly perfect. PrEDH does not have a strict metagame but you can have fun limit-crafting your turbo-Zur, Sen Triplets Stax (you'll notice that like the truly overpowered stax shit is still legal in this format), Wort/Numot (probably? maybe 5C?) MLD, and Scion Turbo Druid (using Necrooze) decks to determine a 'competitive' meta. This is not a competitive deck. It is, however, and this is important, intended to be played well and with correct decision making.

Metagame this deck faces consists of primarily bruiser/voltron/aggro decks (rafiq, doran) with a small shade of aggro/combo hybrids (scion, kraj) and a couple of control decks (gaaIV, wrexial). The expectation is to use the tools that you draw in the game to be able to beat your opponent. Due to the deck limitations involved, especially budget, utilizing skill is more important than individual card choices to create the best wins.

Winning involves dealing damage, presumably a lot of direct damage and general damage from Darigaaz, to smash opponent life totals and creatures toughness. This deck is limited on the amount of direct interaction and instead assumes that an Akroma, Rage Reflection, or Inferno will be able to handle its problems. This is not a control or rock style deck. This deck applies the inevitable pressure through timely powerful threat application rather than capitulate to the opponents' game plan.

Deck construction: Equipment onto Darigaaz for unstoppable force. Beat sticks when Darigaaz isn't enough. Deathtouch is powerful in creatures-win-games-oriented gameplay. A couple mass damage applications (also an anti-darien tool). Player and creature defense to increase resilience. Dealing multiple damages through extra combat (rebound = free next turn) and double strike (potent with Darigaaz). Ensuring Darigaaz smacks occur with trample, lure, and haste. Massive bombs to abuse multiplayer game mechanics. Ramp package to afford heavy cmc decklist. Recursion for increased resilience. Draw and tutor (usually for draw) to sustain pressure against opponents.

Looking for card ideas that I have not found and what their replacement should be.

One-for-one trades tend to be less-than-ideal due to multiplayer formats. The primary exception in this deck is Terminate due to instant-speed defensive applications. Deathtouch creatures, there are three (effective), trade with any p/t creature, use to deter attacks from opponents scary creatures. Acidic Slime, Kavu, and Spitebellows are effective two-for-one cards due to the etb (enter/exit) ability and creature-trading power/ability.

Boardwipes are strong because they hit multiple creatures. Be careful with Inferno, it kind of has the problem that it kills every single creature in this deck (except for like maybe one? -- yeah hellkite overload). And/but it deals damage to players, which is part of deck theme, so shut it. Hmm thinking about it using ashen firebeast instead of Scourge of Kher Ridges is very sad; need to find a way to use both. Inferno stays in, however, because instant speed strong.

Considering Vengeful Rebirth, Snuff Out, Gilded Lotus, and Pernicious Deed Scourge of Kher Ridges (apparently). Also more big fun creatures are good.

Cut list - vamp nighthawk (but defense good), double strike package (maybe) (two cards), rancor (yes, out), //ashen firebeast// :( (but i want to keep it), sylvan safekeeper (losing lands is like really rough), sarkhan (actually keep though), and minion murmur (not enough payoff). Additional cut list: hateflayer (deck cmc too high to afford), radha (funny, fills the 2 slot, but not good enough likely), rakdos (only usable with double strike enabler, is difficult), incendiary command (the options just end up not being good though). Caldera hellion (just expensive for what it does).

Number of cards dedicated to a specific role that you want to see in an opening hand:
[P(≥1 T2E in either draw)] = 1-{[(N-k)/n]/[N/n]}^2 (where [ ] are combins)
N=99 (deck size) and n=7 (opening hand size) and k = number of cards for opening hand
9 turn1-2 ramp cards means 70% chance you will have ramp in opening hand, and another ~2% with an additional draw. The percentage is further increased if you consider the 3cmc cards as turn2 ramp but this requires having a cmc=1 ramp card (so this would be k=4 AND k=12). Remember turn 1 sacland turn 2 farseek turn 3 f-kavu hitting opponent mayael or niv is completely fine. It is generally not using a sacland turn 2 to stretch a cmc=4 ramp spell.

Theme art: Betrothed of Fire or perhaps Volcanic Geyser

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Revision 5 See all

(1 month ago)

+1 Mountain main