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kicks_422
07-21-2010, 12:53 AM
Cycle, cycle, cycle... Cascade --> Living End Swing for the win.

Very casual, but could hold its own against aggro. Would roll over to any form of combo, though, which is fine by casual standards.

// Lands
2 [UNH] Plains
2 [UNH] Island
2 [UNH] Mountain
2 [UNH] Forest
4 [10E] Terramorphic Expanse
2 [UNH] Swamp
4 [ROE] Evolving Wilds

// Creatures
4 [ARB] Monstrous Carabid
4 [ARB] Deadshot Minotaur
4 [FUT] Street Wraith
4 [ALA] Jungle Weaver
4 [ARB] Architects of Will
4 [ARB] Glassdust Hulk
4 [ALA] Ridge Rannet

// Spells
4 [TSP] Living End
4 [ARB] Ardent Plea
4 [ARB] Violent Outburst
2 [TE] Living Death

// Sideboard
SB: 4 [LRW] Ingot Chewer
SB: 4 [SHM] Faerie Macabre
SB: 4 [LRW] Wispmare
SB: 3 [TSP] Krosan Grip

The 2 Living Death are just a back-up plan. I ran the full 4 Living End to fight off countermagic... I can easily cast 2 cascade spells a turn, so hopefully even if the first Living End is countered, the 2nd one would push through. I'm not really looking to put any money into the deck, though I'd love to see if there's an alternative back-up plan to Living Death.

Exospaciac
07-21-2010, 01:56 AM
Both Ingot Chewer and Shriekmaw fit very well in this deck. Ingot Chewer's definitely worth a sideboard slot, and Shriekmaw is probably good enough to run maindeck.

The only problem I can think of with Ingot Chewer is if your artifact creatures are the only targets for it after a Living Death/End.

My friend has a Living End deck that's not quite as budget as this, but still pretty cheap. Here's his list:


4 Forbidden Orchard
6 Mountain
6 Swamp
4 Forest

4 Street Wraith
4 Shriekmaw
2 Ingot Chewer
3 Valley Rannet
4 Deadshot Minotaur
4 Monstrous Carabid
3 Jungle Weaver
2 Igneous Pouncer

3 Unmask
3 Living End
4 Violent Outburst
4 Demonic Dread

SB:
1 Unmask
2 Ingot Chewer
4 Krosan Grip
4 Faerie Macabre
4 (something)


Orchard's required to give your opponents Demonic Dread targets. Unmask helps ensure your Living End resolves.
I do really like the idea of maindeck Living Death though...

kicks_422
07-21-2010, 02:02 AM
I was thinking of running Orchards to activate Demonic Dreads, but I'm getting OK results with all 5 colors. As for Shriekmaw, I tried it out but was not very impressed with it, as I wished it would just cycle instead of Terror-ing a creature.

I also had Unmask, and I've been going back and forth of putting it in over Ridge Rannet. It helps me use dead Living Ends in hand, at the very least.

Pastorofmuppets
07-21-2010, 02:35 AM
Prophecy had a cycle of cards that you could discard cards to as an alternate cost. Anyone know what the black one was by any chance?

Exospaciac
07-21-2010, 02:38 AM
Outbreak? Seems kinda meh.

kicks_422
07-21-2010, 07:00 AM
You would think that people would know by now that even if you counter the spell with Cascade, the Cascade trigger still resolves... But noooooooooooo.

Jables237
07-24-2010, 10:44 PM
I played this in ext for a little while and its a fun wtf just happened deck. Def good for casual but not going far. The deck fails to any counter spell. Cycle all you want but all they need to do is counter living end and your hard casting horrible critters.

Now, besides that I will try to be helpful lol. I ran 3 main deck shreikmaw, and 3-4 ingot chewers main. Shreikmaw is just great because it stalls and when he comes back you can kill whatever they might have brought back. Same applies to ingot chewer for the few artifact critters we see, but lets face it, in legacy everyone runs artifacts.

UberNewHacks
08-08-2010, 01:33 AM
I played this in ext for a little while and its a fun wtf just happened deck. Def good for casual but not going far. The deck fails to any counter spell. Cycle all you want but all they need to do is counter living end and your hard casting horrible critters.

Now, besides that I will try to be helpful lol. I ran 3 main deck shreikmaw, and 3-4 ingot chewers main. Shreikmaw is just great because it stalls and when he comes back you can kill whatever they might have brought back. Same applies to ingot chewer for the few artifact critters we see, but lets face it, in legacy everyone runs artifacts.
You can outplay minor counter-magic actually, by using land-destruction. The way Living End won against counter-magic was you ran 4 Fulminator Mages forcing your opponents to use counter-magic. Due to the cycling you almost always hit any 4-of desired since you went through all of your deck.Also, when I played it in Extended counter-magic also had trouble as you could attempt to go off twice, once at instant speed at the end of an opponents turn, then at sorcery or instand speed during your own turn. Given 8 Cascade-ready spells and 3 living ends that is plausible. It won't be able to best 2 counterspells over the course of a single untap phase but a single counterspell can be played around and doesn't automatically end the deck.



There is a perfect list that placed top 4 at a Extended Grand Prix with this deck here (http://www.starcitygames.com/magic/extended/18822_Feature_Article_Grand_Prix_Oakland_Top_4_With_Living_End.html)
This has not only the decklist but analysis by the decks creator of card choices and games he played with the deck
Here is the list:

Creatures
4 Deadshot Minotaur
4 Fulminator Mage
4 Ingot Chewer
4 Jungle Weaver
4 Monstrous Carabid
4 Street Wraith
4 Valley Rannet

Instants
4 Violent Outburst


Legendary Enchantments
2 Night of Souls' Betrayal

Sorceries
4 Demonic Dread
3 Living End

Basic Lands
2 Forest
3 Mountain
3 Swamp

Lands
2 Arid Mesa
1 Blood Crypt
1 Overgrown Tomb
2 Scalding Tarn
1 Stomping Ground
4 Verdant Catacombs
Sideboard:

3 Kitchen Finks
4 Shriekmaw
1 Yixlid Jailer
1 Night of Souls' Betrayal
3 Maelstrom Pulse
3 Thought Hemorrhage

Obviously it should be altered for Legacy, but it's almost spot on.

Socialist Ninja
08-13-2010, 04:24 PM
Destructive Flow ?