tescrin
11-10-2016, 01:54 PM
Most of this is a hacked version of what I typed as an [scd] discussion of Vial Smasher the Fierce
I've been thinking that this guy fits very well in the Grixis shell between Angler and Force of Will being natural inclusions. While most of the time you'll just shock your opponent, the ability to turn Force of Will into a Lightning Axe should be GG I imagine.
Card in the link since I don't know how to link cards not in the database:
http://www.magicspoiler.com/mtg-spoi...er-the-fierce/
Add in the possibility to Fireblast or Pyrokinesis if you want to be all-in and you have a card that requires no build-around since it's already been done for you. Just casting flash-dudes on your opp's turn makes this guy pretty nasty. Clique your opp after dropping this guy on their draw step? Free bolt to the face.
I just don't see why someone who turns Force of Will into a win condition isn't on the radar. someone who says "if you untap with Gurmag Angler in hand; you deal 7 damage for
1 mana." The amount of damage is ridiculous; and even a free shock off of casting a YP seems fine. Casting a Kolaghan's Command with this guy out turns it into a 5 damage spell that does something else. Putting it into Burn makes Fireblast a 10 damage spell. Grixis "Counter-Burn" could be a thing maybe.
Example List:
-17, [4 blue]-
4 DRS
4 Delver
2 Angler
2 Clique
3 VStF
2 Snapcaster Mage
-27, [18 blue]
4 Ponder
4 Brainstorm
4 Daze
4 Force of Will
2 Dimir Charm (or another blue spell)
4 Lightning Bolt
3 Fireblast
2 Kolaghan's Command
-17- [0 wastelands]
8 Fetchlands
3 Underground Sea
3 Volcanic Island
1 Tropical Island
2 Badlands
Choices:
* KCommand - CA is nice, artifact destruction is good to have, and with VStF it can hit for 5.
* Fireblast - While not *tons* better than Chain Lightning normally; being able to cast it T2 or T3 on your Opp's turn after dropping VStF means it hits for 10; 6 of it essentially uncounterable
* Force of Will - While you aren't likely questioning Force; it happens to be a Lightning Axe if you pass the turn with VStF; even forcing Abrupt Decay could yield you a win.
* Angler - Like the above; hitting for 7 is probably worth running a pretty ok card. Could instead be Tombstalker given we have more black mana than typical Grixis
* No-Wasteland - Unfortunately, Fireblast precludes us having enough mountains. This means we can't run 4 wastes. Given our objective is to win faster than normal; I think going for the "kill you dead" plan makes more sense.
* Charm - I like having good combo game; and having the ability to kill most creatures, upping the blue count, and also add combo-game is good. This is by far the weakest choice in the deck
* SCM - Just for Bolts and Flash. Safe to change out IMO
* Clique - Flash is great with VStF, and just like Charm it serves the dual-purpose of staving off combo for a turn.
* Daze - Mostly because I like a good combo game and free counters. It's less synergistic than normal here; but Daze is important for helping you get your Delve-Beater out.
Options:
* Young Pyro would be fine in here, but not maximized. Not opposed to trying it.
* Pyrokinesis - I think this is too dangerous to run in the main; but may be worth it
* TNN could be ok; but he is a bit slow. I think I'd rather have multi-faceted cards
* Moar bern - After getting screwed by the DNC, I could see why you'd want this; feel free to test it out!
* Swiftspear/Guide - maybe? I'd probably swap a set of these in for SCM and Clique.
Since VStF isn't out; i haven't tested him yet; I think this thread will be my "results grounds" as I find/show issues with the deck.
Dicsucc
EDIT:
An aggregate of Ideas people have brought up:
* Misdirection or Unmask
* Bedlam Reveler
* Bonfire of the Damned or Temporal Mastery
* Trap cards
Keep 'em coming, maybe the deck has a whole bunch of editing to do :D
I've been thinking that this guy fits very well in the Grixis shell between Angler and Force of Will being natural inclusions. While most of the time you'll just shock your opponent, the ability to turn Force of Will into a Lightning Axe should be GG I imagine.
Card in the link since I don't know how to link cards not in the database:
http://www.magicspoiler.com/mtg-spoi...er-the-fierce/
Add in the possibility to Fireblast or Pyrokinesis if you want to be all-in and you have a card that requires no build-around since it's already been done for you. Just casting flash-dudes on your opp's turn makes this guy pretty nasty. Clique your opp after dropping this guy on their draw step? Free bolt to the face.
I just don't see why someone who turns Force of Will into a win condition isn't on the radar. someone who says "if you untap with Gurmag Angler in hand; you deal 7 damage for
1 mana." The amount of damage is ridiculous; and even a free shock off of casting a YP seems fine. Casting a Kolaghan's Command with this guy out turns it into a 5 damage spell that does something else. Putting it into Burn makes Fireblast a 10 damage spell. Grixis "Counter-Burn" could be a thing maybe.
Example List:
-17, [4 blue]-
4 DRS
4 Delver
2 Angler
2 Clique
3 VStF
2 Snapcaster Mage
-27, [18 blue]
4 Ponder
4 Brainstorm
4 Daze
4 Force of Will
2 Dimir Charm (or another blue spell)
4 Lightning Bolt
3 Fireblast
2 Kolaghan's Command
-17- [0 wastelands]
8 Fetchlands
3 Underground Sea
3 Volcanic Island
1 Tropical Island
2 Badlands
Choices:
* KCommand - CA is nice, artifact destruction is good to have, and with VStF it can hit for 5.
* Fireblast - While not *tons* better than Chain Lightning normally; being able to cast it T2 or T3 on your Opp's turn after dropping VStF means it hits for 10; 6 of it essentially uncounterable
* Force of Will - While you aren't likely questioning Force; it happens to be a Lightning Axe if you pass the turn with VStF; even forcing Abrupt Decay could yield you a win.
* Angler - Like the above; hitting for 7 is probably worth running a pretty ok card. Could instead be Tombstalker given we have more black mana than typical Grixis
* No-Wasteland - Unfortunately, Fireblast precludes us having enough mountains. This means we can't run 4 wastes. Given our objective is to win faster than normal; I think going for the "kill you dead" plan makes more sense.
* Charm - I like having good combo game; and having the ability to kill most creatures, upping the blue count, and also add combo-game is good. This is by far the weakest choice in the deck
* SCM - Just for Bolts and Flash. Safe to change out IMO
* Clique - Flash is great with VStF, and just like Charm it serves the dual-purpose of staving off combo for a turn.
* Daze - Mostly because I like a good combo game and free counters. It's less synergistic than normal here; but Daze is important for helping you get your Delve-Beater out.
Options:
* Young Pyro would be fine in here, but not maximized. Not opposed to trying it.
* Pyrokinesis - I think this is too dangerous to run in the main; but may be worth it
* TNN could be ok; but he is a bit slow. I think I'd rather have multi-faceted cards
* Moar bern - After getting screwed by the DNC, I could see why you'd want this; feel free to test it out!
* Swiftspear/Guide - maybe? I'd probably swap a set of these in for SCM and Clique.
Since VStF isn't out; i haven't tested him yet; I think this thread will be my "results grounds" as I find/show issues with the deck.
Dicsucc
EDIT:
An aggregate of Ideas people have brought up:
* Misdirection or Unmask
* Bedlam Reveler
* Bonfire of the Damned or Temporal Mastery
* Trap cards
Keep 'em coming, maybe the deck has a whole bunch of editing to do :D