In case you were interested, those articles on a similar build I referenced can be found at:
http://magic.tcgplayer.com/db/article.asp?ID=11169
and
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Deckbox Forum » Posts by TyWooOneTime
In case you were interested, those articles on a similar build I referenced can be found at:
http://magic.tcgplayer.com/db/article.asp?ID=11169
and
At this point your just tweaking , and you probably should test out and see how you feel... ty and I will probably jsut continue to disagree, I'm not sold on firemane yet
It's all good. Typically I'm a believer that outside of Falkenrath Aristocrat, Hellrider belongs in every red deck's four drop. BUT, that said, the rider seeks to capitalize on having a bunch of little guys that trigger and do extra damage. If the deck is premised on things like Champion of the Parish, Thatcher Revolt and Hellrider, I'm all on board. But given the current mid-range build he's looking at, I can see where Firemane offers a bit more flexibility with the evasion, possible creature removal, AND it gets both anthem effects from Legion's Initiative.
But aside from that, yeah, I agree that he's in playtest and tweak mode now.
This is going to sound like blasphemy, but I would consider dropping Hellrider for things like Firemane Avenger. Frank Lepore over at TCG JUST posted a list that is very similar to this and his observation was that seldom will you find yourself sitting on more than 2-3 creatures when Hellrider hits, as opposed to the 4-5 that most pure aggro builds will have when Rider arrives.
I'd actually suggest the Doomed Travelers stay put to provide chumps to keep you alive until you get into your mid-range creatures. But that aside, you're not really sitting on much offense until Tajic hits the field. Firefist Striker has been seeing a fairly good bit of play these days, perhaps it'd make sense to give it a go?
The only real way to keep them in check while setting up your unblockables (as they're typically pretty fragile creatures) would be to incorporate a lot of control elements - counters and removal. Thankfully both those are well supported in U/B; however, as you're going to discover, the cipher spells, outside of Hands of Blinding and Stolen Identity are really just too expensive to really be competitive in any situation.
Best luck with it, but keep in mind that everyone's saying it won't work for a reason. That's not to discourage you, but just to remind you to stay realistic about the success the deck will experience.
Hellrider? It'd be the top of your curve but will almost guarantee the victory most times. Even as a 2x you'll end up getting several wins off of them.
Alternately, Foundry Street Denizen is a great option at the one-drop, as everything you're dropping is red, so he'll almost always be attacking with a power of 2 or more.
For those of you who are newcomers to the Commander format, here is a new, improved sticky that will give you a brief overview of the format, lists of generals, and a short list of some staples that are frequently found in Commander decks. More information on the format can also be found at http://mtgcommander.net/. You can also find additional details on Wizards' site at http://www.wizards.com/Magic/TCG/Resour -commander
General Overview:
Commander (or EDH as it is sometimes called) is an alternative way of playing Magic the Gathering that is designed to promote social play while utilizing a variety of cards and combos that otherwise do not see any sort of competitive play. The rules depart from standard competitive magic in a number of ways. Most notably, each player must identify a legendary creature to serve as their "General" or "Commander." This creature is then set aside in The Command Zone to be cast at any point by the player (once they have the sufficient mana to do so). Players' decks then consist of 99 cards that are limited to the colors included in the casting cost of their General, with all cards other than non-basic lands being limited to only one copy per deck. Thus, a Commander deck can have 20 mountains, but can only contain one Fireball. Every player starts with a total of 40 life points, as opposed to the usual 20, and is considered dead when that total has been reduced to zero. An alternative way to kill an opponent is to deal 21 points of combat damage from your General. In addition to these methods, other alternative win conditions are treated as in a normal game of Magic (milling, Epic Struggle, Felidar Sovereign, etc.). More specifics regarding the rules can be found at http://mtgcommander.net/rules.php
Typically Commander is played in group settings with three or four players but can include even higher numbers. The primary goal of Commander, as a social format, is for people to HAVE FUN. As such, Commander players will often make sub-optimal plays or otherwise act in a political fashion so as not to upset or annoy the other players until a clear path to victory emerges (it's also not a good idea to tick people off unless you want to turn the entire table and all the other players against you). This opens the door for longer games, high CMC creatures and spells, and many strange interactions that, under normal circumstances, would not be possible. For instance, cards like Avacyn, Angel of Hope or Enter the Infinite will commonly see play despite the fact they will rarely ever see any competitive play in normal Magic.
Deck Construction:
Commander does not limit players to any particular subset of sets or blocks for play. A player's choice of commander and the subsequent 99 cards can be drawn from any set and can include just about any card, with some notable exceptions. The current list of banned cards includes:
Ancestral Recall
Balance
Biorhythm
Black Lotus
Braids, Cabal Minion
Channel
Chaos Orb
Coalition Victory
Emrakul, the Aeons Torn
Erayo, Soratami Ascendant
Fastbond
Flash
Gifts Ungiven
Golos, Tireless Pilgrim
Griselbrand
Hullbreacher
Iona, Shield of Emeria
Karakas
Leovold, Emissary of Trest
Library of Alexandria
Limited Resources
Lutri, the Spellchaser
Mox Emerald
Mox Jet
Mox Pearl
Mox Ruby
Mox Sapphire
Panoptic Mirror
Paradox Engine
Primeval Titan
Prophet of Kruphix
Recurring Nightmare
Rofellos, Llanowar Emissary
Shahrazad
Sundering Titan
Sway of the Stars
Sylvan Primordial
Time Vault
Time Walk
Tinker
Tolarian Academy
Trade Secrets
Upheaval
Yawgmoth's Bargain
Beyond these lists, players are free to choose whatever cards they like for their decks, so long as they adhere to the color restrictions imposed by their generals. This restriction requires that any/all mana symbols on a given card must be within the colors in the casting cost of the general. For example, if your general is Kemba, Kha Regent, your deck CANNOT use Lingering Souls as it has a black mana symbol on the card for the flashback cost. However, if the deck uses Teysa, Orzhov Scion as its general, then Lingering Souls is fair game. Colorless cards may be included in any deck, regardless of the general's color designations; however, if a colorless general is selected, the player may not use colored cards in their deck. If in doubt, ask about the legality of a card's use.
When beginning to build an Commander deck the best place to start is usually to identify your preferred general and then build around the general's abilities. However, some players will identify particular combinations of cards and then simply pick the general that allows the use of the necessary colors. In either event, the selection of a general is critical to the success of the deck. As such, I provide links to Deckbox searches for generals for each color combination.
Monocolored Generals
White - http://deckbox.org/games/mtg/cards?f=332!47bGVnZW5k!7a1
Blue - http://deckbox.org/games/mtg/cards?f=332!47bGVnZW5k!7a2
Black - http://deckbox.org/games/mtg/cards?f=332!47bGVnZW5k!7a3
Red - http://deckbox.org/games/mtg/cards?f=332!47bGVnZW5k!7a4
Green - http://deckbox.org/games/mtg/cards?f=332!47bGVnZW5k!7a5
Colorless - http://deckbox.org/games/mtg/cards?f=332!47bGVnZW5k!7a6
Two-Colored Generals
White - Blue (aka Azorius) - http://deckbox.org/games/mtg/cards?f=33
ZW5k!7a1.2
White - Black (aka Orzhov) - http://deckbox.org/games/mtg/cards?f=33
ZW5k!7a1.3
White - Red (aka Boros) - http://deckbox.org/games/mtg/cards?f=33
ZW5k!7a1.4
White - Green (aka Selesnya) - http://deckbox.org/games/mtg/cards?f=33
ZW5k!7a1.5
Blue - Black (aka Dimir) - http://deckbox.org/games/mtg/cards?f=33
ZW5k!7a2.3
Blue - Red (aka Izzet) - http://deckbox.org/games/mtg/cards?f=33
ZW5k!7a2.4
Blue - Green (aka Simic) - http://deckbox.org/games/mtg/cards?f=33
ZW5k!7a2.5
Black - Red (aka Rakdos) - http://deckbox.org/games/mtg/cards?f=33
ZW5k!7a3.4
Black - Green (aka Golgari) - http://deckbox.org/games/mtg/cards?f=33
ZW5k!7a3.5
Green - Red (aka Gruul) - http://deckbox.org/games/mtg/cards?f=33
ZW5k!7a4.5
Three-Colored Generals
I will leave these out for the time being but can upload links if necessary. For interested parties, search using Deckbox's Card Database and use the following filters:
Type: Creature
Subtype: Legend
Color: (exclusively all of) and the colors you like.
Staple Cards:
The previous sticky on this topic included a lengthy list of "staple" cards that really broke down into just a lengthy list of cards that one might want to consider for their deck; hardly staple cards that most EDH decks use. In reality, there are only a few cards that are really staples. The following is a list of cards that one should seriously consider when building an Commander deck - but keep in mind that they are by no means required or even recommended, if they don't fit the deck or if you don't have them, so what? Remember, the idea is to HAVE FUN with this format.
Lands
Command Tower
Reliquary Tower
Shock lands
Duals (in any form from Revised Duals to Innistrad or Mirrodin Duals)
Original Ravnica Bouncelands
Fetchlands
Really any sort of fixing or utility land
Artifacts
Sol Ring
Arcane Signet
Beyond these few cards, there really aren't "staple" cards that need to be included in an Commander deck. Each case will be different and the cards you include will be dependent on your general, preferred play-style, other combos in the deck, or even the other people you will be playing with (if you choose to play politics).
Summation:
I am aware this has been a lengthy post, but if you're new to the format, every little bit helps. For curious parties, I cannot urge you enough to please visit http://mtgcommander.net/ for more specifics regarding the rules of the game. We will also answer questions that arise with this sticky. Otherwise, pick a general, and get building! Remember, the most important part of this format is to HAVE FUN!
TyWooOneTime- Thanks again for the suggestions. I like the idea of adding Deadbridge Goliath and Thragtusk. I worry about mana cost. I'm still learning how to balance creatures to mana to other spells. Big creatures are nice and cause alot of threat but they mean nothing if i cant get them out or if I do just get blown up the moment they make it to the field but I think i will try by taking out the enchantments i have and switching them with those suggested.
The key when considering higher casting cost creatures is to think about the value you're getting out of them. Thragtusk, for example, might cost five to play, but in almost no scenario is he not a major play. He gives you five life and is a 5/3 beater. If they blow him up immediately, you still get a 3/3 beast token requiring another kill spell. As a result the card almost always effectively goes 2-for-1, can turn your life total around, AND offers card advantage.
Obviously Deadbridge Goliath doesn't achieve the same feat by any means, but a 5/5 for four that you can then scavenge onto something a few turns later is never a bad exchange. Consider the strength of green as a color, dropping creatures that, on average, will simply be bigger and stronger than the opponent - no tricks necessary. Think about the number of threats that are legal in standard which would win in combat with said Goliath? Desecration Demon is pretty much the only one that comes mind that you would see frequently that would outright win the exchange. Nevermind if you put Rancor on said Goliath...
Beyond that, obviously there are a lot of options, but you need to consider that most decks aren't sitting on more than maybe 10 removal options (if even that many). Part of the beauty of things like Tusk and Goliath is that they'll require a response from the opponent unless they're ready to start taking a beating. This is nice because you also want to run 4x Primordial Hydras as some additional must-answer threats. So those three cards alone create 12 threats that require them to address. Slide in 4x Strangleroot Geists, Predator Oozes, Champion of Lambholts and 4x Rancors and now the opponent literally won't have answers for everything hitting the board. That's not to say you'll be unbeatable by any means, but you'll definitely be making some noise.
I actually think Melissa De Tora had an article not that long ago (after GTC about a mono-green build that was performing pretty well). You can read her article at: http://magic.tcgplayer.com/db/article.asp?ID=11065
I would imagine there are updates from DGM that might be useful too. Keep diggin with it and you'll get somewhere.
Thanks for the ideas. I am trying to keep the deck in standard format. The reason I lose is because I am always waiting on getting my Primordial Hydra. Sometimes but not often I'm waiting on mana. I dont know how to make my +1+1 counter deck any faster which is why I added Fog, Predator's Rapport and Serene Remembrance. Fog to by time, Predator's Rapport for life gain, and Serene Remembrance for a deck 'reset' hoping to increase my chances in drawing Primordial Hydra by reshuffling my deck.
As much as I like the card, Primordial Hydra is a pretty shaky win-con on its own without some sort of protection or backup. To that end, you definitely want to up the count of Hydras to 4x if that's your primary means of attack. Then you'll need a way to protect it. This can be done in a variety of ways, but the best bet would be to give it hexproof - you can achieve this via Sheltering Word, Ranger's Guile, or even Alpha Authority if you're looking for a more permanent solution.
Then the question becomes, are the hydras your main objective? If so, then you can play purely defensively for them. Then you would keep Fog, Deadly Recluse, Ambush Viper, Druid's Deliverance/Terrifying Presence/Moonmist to play defensively. But then all your apples are in one basket - typically not a good idea.
As such, I would suggest going to more of a mono-green aggro strategy that INCLUDES the hydras, but doesn't rely on them nearly as much. If that's the case, you'll want as many value green creatures as possible. Experiment One, Strangleroot Geist, Arbor Elf (ramping never hurts!), Primordial Hydra, Deadbridge Goliath, Thragtusk and items of the like.
I have no idea why it's not showing up as standard.
My guess would be it has something to do with the inclusion of DGM cards in the deck. While DGM is standard legal it's possible that the site simply hasn't been updated for the automatic deck identifiers to recognize that (hence why it isn't giving ANY format legality).
I guess I could look into a set of staples, but really EDH decks are going to be highly dependent on the sorts of things the deck is trying to do. So to that end, is there really a core list of 25-50 staples? If anyone has a link, I'll definitely look it over.
I'll dig around, but I'm thinking it might make more sense to have an intro sticky with a few pointers here or there. I can add a set of staples after that, but I think most of those will come up in more specific deck discussions.
I'll look into putting something together in the next day or two and will unsticky this one as soon as the new one is good to go.
I have to agree. It's better just to start from scratch for this. I really love the idea of having a list like this to help the EDH newbs, but I feel this list is giving a bit of misdirection to them.
Would people prefer that a more general EDH sticky be created with the restricted/ban list and rules for general EDH play?
Then general EDH deck discussions would occur in the forum with EDH labels (which could be added after the fact in the event people omit them) for more directed discussion.
Thoughts?
In addition to providing the information noted above by Sebi, please consider answering the following questions when posting:
1) What level of play is this expecting to see? Are you going to play casually just for fun or are you taking it to competitive FNMs? Are your FNMs full of top level players rocking tier 1 decks, or is it more of a bunch of home brews?
2) Do you have a format restriction/preference?
2) What are the win conditions of the deck? Or, in other words, how do you envision the deck winning games?
3) If you were to imagine an ideal 4-5 turns, how do you envision them playing out?
4) What sort of budget do you have for improving the deck? It's easy to suggest that you add $400 worth of cards, but if you're only looking to spend $20 to make improvements then suggesting 4x Snapcaster Mage isn't useful information.
Remember, the more information you can provide for the community, the more likely it will be that we can provide meaningful, helpful feedback. I know many of you are likely scared to post too much because you're just learning the game, but we all started somewhere and this forum is here for all of us to help one another, so again, the more you can include in your post, the better our suggestions will be.
I'm with you that it already has Mirko, I was simply saying if milling is the plan, you should keep him in there. Every little bit helps. But definitely don't expect him to mill them out on his own.
Don't forget the more standard fare mill items if you want to run that route. By this I mean Hedron Crab, Mind Sculpt, Thought Scour, Glimpse the Unthinkable (if you want to break the bank), Breaking//Entering, Psychic Spiral, Sands of Delirium, Traumatize (this one is particularly effective), Jace's Erasure, etc.
You can also abuse draw effects if you have Jace's Erasure - so things like Howling Mine, Font of Mythos, etc. will help you mill them pretty heavily while also replenishing your hand. It could also pair rather amusingly with Notion Thief and Whispering Madness as they would discard their whole hand, you draw 5-7 cards, and they mill another 5-7 cards.
Another nasty combo, although a bit too cheap for my liking, is to pair Niv-Mizzet, the Firemind with Curiosity. Then, every time you draw a card, Niv triggers, so you draw, and Niv triggers, and you repeat until the game is over.
I don't know that I'd think of red as being a means for counterspells. If you're after counters, especially in EDH, you can do a LOT better than Double Negative. Perhaps you could use red for some added card draw (via looter effects like Nivix Guildmage, Mad Prophet, or Rummaging Goblin) and then for copying spells to maximize effect - so I'm thinking Dual Casting (which works wonders when paired with Blistercoil Weird), any version of Chandra, and things of that nature.
I'd stay away from electromancer or Guttersnipe unless you're really aiming to make the deck more spell oriented - otherwise they'll just be 2/2s in a world of much larger stuff the majority of the time.
Is this meant for FNM play or casual? What sort of budget are you willing to spend to make it competitive? What's the basic overall theme of the deck (aside from being something that uses Cipher)? What are your win-cons? If you had to plan an ideal 4-5 turns, how would they play out?
The more information you can provide, the better feedback we can provide.
Obviously casual play is a lot easier to get moving as your deck can be far less consistent and that's okay. But, if you're going for casual play, there really aren't that many suggestions that can be offered as everything will vary tremendously based on how competitive your casual play group is, how good their decks are, the sorts of things they're doing, etc.
The best suggestion I could give with regard to getting more familiar with the game is to try some sealed events first. Sure, they draw on a different skillset than constructed play, but they have three added benefits. First, what is in your collection is irrelevant - everyone has a level playing field depending on what they pull. Second, there is a MAJOR premium on deckbuilding. It might seem simple, but getting the correct 23-24 cards to 17-18 lands to make that ideal 40-41 card deck is quite the challenge. Sealed would not only help you familiarize yourself with the deckbuilding process, but it also puts you in a room with several other players who can help if/when you're struggling. Third, sealed events help you learn about playing strategies (based on what your deck looks like) while also adding to your collection in the process, in turn helping you for constructed events in the future.
To that end, I would suggest trying to find drafts or sealed events at stores nearby and attending those. If you're not comfortable with a draft just yet, just sit in and watch each player and what they're taking. Then observe the deckbuilding process and how the games play out. Ask people if you have questions, but keep in mind that they don't want to disclose their colors/cards during the draft process and then their hands during play (but questions about a particular play they made or something like that after a game is over are often helpful). You can also do draft simulations on sites like Tappedout.net to familiarize yourself with what a draft might look like and how it might play out. Then, once you're comfortable, these will likely be the more rewarding, amusing events - as opposed to trying competitive constructed play, where, I'm sorry to say, you're likely going to lose most, if not all of your games (which isn't much fun).
Alternately, if there are cards you have questions about, feel free to ask here. I'm sure there are members of the DB community who are judges or who have used the cards in question enough to know.
As I've always liked to say, the only stupid question is the one that is never asked.
For EDH, keep in mind that milling is an extremely difficult strategy as you have to mill 80-90 some odd cards, not just the normal 45 you would have to in normal constructed.
Now, that in mind, there are a variety of fun things you can do with Grixis colors. First off, non-PW Nicol Bolas is hands-down better than Crosis, the Purger as a general. He's only one more to cast, is a 7/7 as opposed to a 6/6, and guarantees that they drop their entire hand if he ever connects.
A few milling cards to consider:
Mirko Vosk, Mind Drinker: If you're running Grixis, you might as well run this little fella, but keep in mind that your opponent(s) will likely be running 30+ land, making him a bit underwhelming in most situations.
Consuming Aberration: The key here is that it mills ALL your opponents with each trigger and, assuming you're playing more standard EDH with 3-4 players, that means it ends up milling a LOT of cards and can become an enormous threat on its own.
Keening Stone: This is one most people forget about, but it can easily win the game with 4-6 triggers, even in an EDH setting.
Increasing Confusion: Lots of milling, and it can be huge late game when flashed back. This works wonders when combined with Doubling Cube.
Keep in mind that you'll likely need ways to exile particular cards like the legendary Eldrazi. These are commonplace in EDH and make it impossible for your strategy to work because of their shuffling the yard back into the deck triggers.
Other items to consider:
Crazy card drawing. If you can setup a lot of card drawing, then you'll get more options for milling them or otherwise can cost them a ton of cards if they need to discard their hand in response to Mr. Bolas' attack.
To that end, Reforge the Soul, Whispering Madness, and other things to that end are huge. They can also serve as indirect board wipes when paired with Aetherize (I can say it's hilarious to hose someone's huge attack and then cast whispering madness, causing them to discard all of their stuff and allowing you to draw a ton of cards).
As many board wipes as possible. Even more so than in normal constructed play, EDH players LOOOVE to clog the board (as I'm sure you're already aware). So to that end, the degree to which you can clear out everything the better.
Mizzium Mortars, Earthquake, Magmaquake, Pyroclasm, Flame Wave, Rolling Temblor - all of these are viable options as long as creatures don't end up too large - at which point red is at a disadvantage anyway.
I'll openly admit that red is the color that frequently finds itself on the weak side of Grixis given the more unconditional removal available to black and card draw available to blue. Perhaps some treason style effects would be useful depending on your local matchups.
Feel free to take a look at my Grixis EDH. I'm normally pretty successful with it, although I'm just playing casually. The deck is viewable at http://deckbox.org/sets/328755.
You're going to need to give us a bit more than that. What format are you aiming for? Is this for competitive play or casual play? What sort of budget are you sitting on? Do you just want all the possibilities or should we limit things to your inventory? Are there particular cards/combos that you're more fond of than others?
Remember, the more input you can give us, the better your feedback will be.
You're going to need to give us a bit more than that. What format are you aiming for? Is this for competitive play or casual play? What sort of budget are you sitting on? Do you just want all the possibilities or should we limit things to your inventory? Are there particular cards/combos that you're more fond of than others?
Remember, the more input you can give us, the better your feedback will be.
@ty , dang you beat me to it
I do what I can.
FNM = Friday Night Magic. Typically a moderately competitive environment where players meet for tournaments at Local Gaming Stores (LGS) once a week.
RG = Red/Green, referring to your color choices. U = blue, B = black, R = red, G = green, W = white. Also note that people will refer to color pairings by their guild affiliations with Ravnica or triple-color groupings by their shard names from the Alara block. As such the pairings are on the following pages:
Guild Pairings:
http://wiki.mtgsalvation.com/article/Guilds_of_Ravnica
Alara Shards:
http://wiki.mtgsalvation.com/article/Shards_of_Alara
Alternately, I would suggest tinkering around on the wiki for a bit to familiarize yourself with things.
So the primary reason you haven't had any trade offers is because you don't have any cards listed in your tradelist. Second to that, you aren't a member of any of the trading groups that would really yield your name on any search results. Third, you have your trade preferences set to local, indicating to people that you will only trade locally or otherwise in person. Fourth, you currently have a trade reputation of zero, indicating you have yet to complete a trade on the site with anyone.
Combine all four of these things and it would certainly explain why you aren't getting any trade offers.
My suggestions if you're looking to get started trading:
1) Set your trade preferences to "My Country" so that people will know you're wanting to trade via mail.
2) Join one of the trading groups on the site. Typically RedditMTG is the best one here as it has the most members. This will let you come up in other peoples' searches at the bottom of their front pages (and vice-versa).
3) Actually populate your tradelist and wishlist. People aren't just going to ask if you want to trade something from your inventory if they don't know what you're looking for or what you're willing to part with. Fill those in and then people will actually find you and can initiate trades.
4) Go find a few people with higher trade reps and complete a few trades with them. These can be small scale $4-5 trades. But they'll get you started and will get you a trade reputation such that people will actually trade with you. Just be aware that most people ask new traders to send their cards first.
- Be sure to note the trade stickies in the trading post and other forums regarding when to put shipping on cards, how to pack them best, etc.
Good luck and happy trading!
If you were to toss in Amulet of Vigor...
I can take a closer look at each one, but here are a few quick suggestions.
For the Dimir deck, if you're looking to mill them out you'll need a few pieces. First, you need some way to exile the two legendary Eldrazi (Kozilek and Ulamog) otherwise you simply cannot win via milling. Those two will simply cycle into their yard, return their yard to their library and BAM you're out of luck. This sort of stuff can be achieved with Cremate or other items of a similar nature. Cemetery Reaper also comes to mind. As an artifact to toss in, Keening Stone is HUGE as you can realistically mill someone out (even with 100 cards) in 3-4 hits with the stone, especially if you've been milling a bit here or there already.
For the Golgari deck, a few pieces I would suggest include: Skullbriar, the Walking Grave strikes me as an interesting general. It gets bigger and maintains those counters unless it's returned to your hand or your deck. Presumably this means it would also maintain those counters in the command zone - making it quite the threat for general damage quickly. Tack on scavenge creatures (or just Varolz, the Scar-Striped in general) and you can imagine the potential. Toss in Rogue's Passage/Whispersilk Cloak to make him unblockable and the opponent already has a quick clock (not a common occurrence in EDH in my, admittedly limited, experience. Vulturous Zombie is another card to be sure to include as it can be HUGE without much effort. Something hitting the yard is a low bar, making them casting spells and discarding both resulting in it being pumped.
I can mull them over a bit more, but those were my first impressions.
Deckbox Forum » Posts by TyWooOneTime