UR aggro deck, curiosity on hellrider?
General forum
Posted on April 15, 2012, 9:05 a.m. by gheridarigaaz
thinking of doing a creature-heavy deck that uses Curiosity on Hellrider . i have no idea... humans splash white ?? illusions and devils? any decks you may have come across that do something similar?
boros tokens with a splash of blue for the Curiosity sounds pretty good.
April 15, 2012 10:31 a.m.
gheridarigaaz says... #4
did it!!! :] deck:flames-of-fruition
Its basically the burn Dark Ascension event deck; Gleeful Flames, splashed with some blue control to accomodate the Curiosity . now i just have to get the cards. It actually looks competetive, though i 'd wanted to run Neurok Commando it just didnt fit the bill.
April 15, 2012 10:39 a.m.
I have been playing this deck since Hellrider came out because he's so damn broken. The most effective way to get things out on the field early game is simply playing living weapons. I have found Flayer Husk and Mortarpod to be undeniably strong, simply because they have the tokens they come out on which do direct damage to a player using Hellrider as a conduit.
Having something else on the field that doubles the benefit of having cards drawn is Psychosis Crawler which undoubtedly most people think is crap. I disagree especially when you have the capacity to double the damage that you are dealing to your opponent. even if you have two Flayer Husk 's, a Mortarpod , and a Sword of Body and Mind , you can play Hellrider turn four and attack. turn 5 if allowed to drop the Psychosis Crawler you attack with possibly 4 creatures, dealing 4 direct damage, drawing 4 cards, there-by your opponent will lose an aditional 4 life, and that is pre mitigated damage...anything else that goes through is simply a bonus. you can also sac the Mortarpod 's to deal more damage, but realistically, you only need to have the creature attack, the power of the creature (in the case of Mortarpod the germ's power is zero, dealing no combat damage) but has the ability to be declared as an attacker, and if they block it, you can sac it before damage to get the additional one damage.
I haven't been able to strike a balance between aggro and control with the U/R setup because if you are controlling early game, then the Hellrider will receive little bonus if your mana is being exhausted on you opponent's turn to counter their threats. I might also suggest playing cards such as Apostle's Blessing which I have found to be quite handy because it makes your Hellrider untouchable, and Sword of Body and Mind prevents him from being bounced or flash blocked by some stupid Snapcaster Mage and consequently Tragic Slip 'd more than likely.
Batterskull is also a decent candidate for a 5 drop finisher because in order to deal with decks like humans and such, you end up losing life early game, or losing your little dingleberry attackers which ultimately leads to not winning quickly enough. if you strap the Batterskull to a Hellrider , you gain insane amounts of health in the process.
Good luck, but i would shy away from the goblins because Goblin Arsonist and Goblin Fireslinger don't provide any threat. I would only suggests playing goblins if you go all in and decide to play the living weapons, in which case you can swing with the germs, deal the damage through Hellrider , they will eventually be forced to block the 1 damage coming through, and you have a reason to sacrifice the Flayer Husk to a Kuldotha Rebirth and subsequently have 3 additional attackers next turn.
gheridarigaaz says... #2
not sure if i should run some control in the concept either, token generation maybe
April 15, 2012 9:08 a.m.