View Full Version : [Deck] Riding the Dilu Horse - Kongming's Bells
Cait_Sith
02-26-2007, 06:33 PM
So I was surfing Gatherer for fun cards to play with on the Portal/Starter sets and found this little gem: Riding the Dilu Horse.
Why is it special? Well let us see:
Target creature gets +2/+2 and gains horsemanship. (This effect does not end at end of turn)
See it? Yes, it is a sorcery that does not end at end of turn. Now in Legacy Horsemanship essentially means, unblockable. So we have a sorcery that gives +2/+2 and makes the creature unblockable and immune to Rolling Earthquake (for the two decks that play it) So, here is my test to abuse it:
// Kongming's Bells
// Lands
4 [ON] Wooded Foothills
6 [TSP] Forest (3)
8 [IA] Mountain (3)
4 [B] Taiga
// Creatures
4 [GP] Scab-Clan Mauler
3 [CS] Ohran Viper
3 [MR] Troll Ascetic
3 [IA] Fyndhorn Elves
4 [AT] Llanowar Elves
4 [R] Kird Ape
// Spells
3 [P3] Riding the Dilu Horse
3 [OD] Call of the Herd
4 [P3] Rolling Earthquake
4 [U] Lightning Bolt
3 [BOK] Umezawa's Jitte
// Sideboard
SB: 3 [SC] Pyrostatic Pillar
SB: 2 [TSB] Tormod's Crypt
SB: 3 [5E] Pyroblast
SB: 4 [MR] Chalice of the Void
SB: 3 [TSP] Krosan Grip
Card Choices:
Scab-Clan Mauler- A basic beater and has a good toughness
Troll Ascetic - Virtually unkillable, he regenerates, he has a good body for his price, and he cannot be targeted. Add in a Jitte or Dilu for wild ride.
Ohran Viper - He can tangle with almost any creature on defence and provides card advantage. He is rarely card disadvantage.
7 Mana Elves- This deck's curve tops out on the heavy side so the mana accel has always been useful.
Kird Ape- Pretty much an RG Aggro standard
Riding the Dilu Horse- This is the card this deck was designed around. It provides unblockability, it not affected by disenchant, it pumps, and I get an advantage over everyone who doesn't know the Oracle text and doesn't bother to ask (Surprisingly many people read the card but ignore how the Oracle Text in the cases where the card text can be very misleading. In short, this card > Arrogant people [and MWS])
Call of the Herd- See Kird Ape.
Rolling Earthquake- This card hurts players, it can clear a board, and it ignores any creature under the affect of Riding the Dilu Horse. Normally X will equal one or two to avoid any serious damage to my army, but it is enough to stop Thresh and Goblins early on. Also, this card is not entirely dead against Solidarity, although it gets sideboarded out.
Lightning Bolt- High quality removal with reach. 4 Of.
Umezawa's Jitte- This card acts as removal, pump, life gain, yea it is still good and thanks to Riding the Dilu Horse you can just stick it on a fat unblockable creature to great affect.
SB:
Pyrostatic Pillar- For the Combo matchup.
Tormod's Crypt- I can easily handle Thresh before they hit 7 cards, but after I simply roll over. This can buy me the turn or two I need to kill them.
Pyroblast- Good for Thresh and Combo.
Chalice of the Void- The Combo match up is still pretty bad.
Krosan Grip- This is good for Stax, Solitary, and other deadly cards in that vein.
Matchups: Under construction, but I can list my current real games (Ignoring incredible stupidity on either side)
Goblins- ~60%
Angel Stompy- ~50% It depends on the color.
Tacosnape
02-26-2007, 06:39 PM
I played around with this deck when Dilu Horsie first became available. I really suggest running Troll Ascetic. 5/4 Untargetable Unblockable Regenerating threats are really, really good. Plus Troll + Jitte = Awesome Sauce.
I'm not sure I like Burning Tree Shaman with Jitte, either.
Cait_Sith
02-26-2007, 06:45 PM
If I dropped Burning Tree Shaman I would definitely replace it with Troll Ascetic. Ascetic and BTS are anti-tech by themselves, much more so the Jitte actually.
ForceofWill
02-26-2007, 06:49 PM
You guys realize it is until end of turn though right?
Cait_Sith
02-26-2007, 07:03 PM
Did you not see the bold text? It says this effect does not end at end of turn. MWS is wrong. Check Gatherer.
Pinder
02-27-2007, 02:28 AM
"I'm sorry, your Drake can't block my Troll, because my Troll is riding a horse. G fing G."
I really like this idea. And 'Riding the Dilu Horse' totally sounds like a bad euphemism for drugs. Major points.
"Man, you ridin'?"
"Fuck yeah, I Dilu all the time."
Maverick676
02-27-2007, 03:01 AM
How is this cards effect better than say armadillo cloak or rancor? Even though its a sorcery this card still has the same drawbacks as any other creature enchantment (does nothing by itself, leads to 2 for 1s). As far as the hormanship it grants, how important is it really? trample will prevent chump blocking.
Not to be negative about your idea, but I think rancor would be a better choice in this deck.
ExplosPlankton
02-27-2007, 03:15 AM
Not to be negative about your idea, but I think rancor would be a better choice in this deck.[/QUOTE]
I agree. Rancor is better. Moldervine cloak might even be better.
Also, how can you justify 4 rolling earthquakes in such a creature heavy deck? I dont think 3 cards that give your creatures horsemanship is enough to prevent you from wiping out your own side of the board or having an earthquake in hand that is dead. Cut earthquake and just be satisfied that your own creatures might have some added game against sun tower on occasion.
KillemallCFH
02-27-2007, 06:25 AM
How is this cards effect better than say armadillo cloak or rancor? Even though its a sorcery this card still has the same drawbacks as any other creature enchantment (does nothing by itself, leads to 2 for 1s). As far as the hormanship it grants, how important is it really? trample will prevent chump blocking.
Not to be negative about your idea, but I think rancor would be a better choice in this deck.I must disagree. Unblockability is much different than trample. With something like a Serendib Efreet on the other side of the board, a rancored CotH elephant will get 1 damage through and die; an Elephant Riding the Dilu Horse (I don't get how an elephant can ride a horse, either.) will get 5 damage through and live. I do, however, think that this deck could benefit from the combonation of Rancor/Armadillo Cloak and Riding the Dilu Horse, but I don't know what could be cut. Perhaps Earthquake, but I can't say for sure as I haven't actually tested this deck yet.
Concerning the Earthquake, I think the general idea is to play it at a low number to kill gobs or other small creatures or to play it at a high number, wiping the board of everything but your creature Riding the Dilu Horse. Still, I see its weaknesses, especially with only 3 RtDH in the deck.
Maverick676
02-27-2007, 06:56 AM
I must disagree. Unblockability is much different than trample. With something like a Serendib Efreet on the other side of the board, a rancored CotH elephant will get 1 damage through and die
So they have lost a creature and you've lost a token that cost you 1/2 of a card. We call that card advantage, and its a good thing.
KillemallCFH
02-27-2007, 07:38 AM
So they have lost a creature and you've lost a token that cost you 1/2 of a card. We call that card advantage, and its a good thing.Okay, using Call of the Herd was a bad example. Replace that with Scab-Clan Mauler. I still realize that CA is an issue in that, like with auras, the opponent can get a 2 for 1, which is why I agree that this deck could benefit hugely from the Troll.
Rolling Earthquake means that you simply beat other aggro decks. It's pretty much your plan against Goblins. Whether you throw it down at 2, keeping Call of the Herd and Kird Ape while wiping their board, or throw it down at 5 and keep a 5/5 Scab Clan, it wins games. While it often goes for two, it has a few benefits over Pyroclasm, namely killing dudes with bigger backsides like Razor Golem and Exalted Angel, and being a Fireball against Solidarity (not optimal, but better than Pyroclasm main.)
Don't get me wrong, I personally love building decks with 10-20 1-toughness creatures and four earthquakes, but I think it might be a bit counterproductive if you like winning.
Yeah, yeah, riding a horse. But, uhh, what if you are holding two Rolling Earthquakes and nary a horse in sight? Do you sacrifice two or three creatures in name of dead goblins? If you do, you know the top card will be the horse.
Don't get me wrong, I personally love building decks with 10-20 1-toughness creatures and four earthquakes, but I think it might be a bit counterproductive if you like winning.
Or, you know, seven one-toughness creatures that have served their purpose by the time you play Earthquake, and 3 more that serve their purpose immediately upon playing them. But yeah, that's exactly the same thing. Because none of your creatures (and by none I mean 14) have an ass larger than 2.
Maverick676
02-28-2007, 02:33 AM
Isn't pyroclasm just a better option than rolling earthquake in that case?
xsockmonkeyx
02-28-2007, 05:17 AM
How about something that benefits from going unblocked, like Ohran Viper, Goblin Vandal and the like? The viper as a 1/3 happens to play well with pyroclasm as well.
Maverick676
02-28-2007, 07:25 AM
Now thats a good idea, also you might consider equipment such as sword of light and shadow or sword of fire and ice.
I agree, When making creatures unblockable, it makes more sence plaing effects like Viper or Sword of Fire and Ice. I would even say SoFI is better in this deck than Jitte, since you don't lose life for killing creatures.
Jitte and Burning Tree Shaman is a good way to getting yourself killed. You half your lifegain, and lose life for killing/growing creatures. I'd either cut the Shamans for Troll Asctec or Jitte for Swords.
Swords is also better when playing Earthquake, saving a smaller creature without horsemanship.
Cait_Sith
02-28-2007, 01:05 PM
Sockmonkey: I am not going to switch to Pyroclasm, I tried it and Rolling Earthquake works better in enough cases that I prefer it.
Swords: Jitte is costs less (this critical in this deck) and has enough versatility that I prefer it over Swords (especially since it is useful without Dilu where swords needs it or Mauler)
Viper: It would take BTS's spot, so I'll give it a whirl.
Cait_Sith
02-28-2007, 05:39 PM
Just an update:
Eternal Witness and Burning-Tree Shaman have been replaced by Troll Ascetic and Ohran Viper. Each has won my game by itself, so I like them.
Radley
02-28-2007, 06:28 PM
I found this deck to be really slow
More content when posting, please. This is considered spam. - Zilla
Cait_Sith
02-28-2007, 06:38 PM
Odd. Every time I goldfish this deck I get a win by turn 5. I have been able to out maneuver most aggro decks thanks to cards like Riding the Dilu Horse, Umezawa's Jitte, and Rolling Earthquake. What problems did you specifically encounter?
Radley
02-28-2007, 07:56 PM
Let me guess, you win by umezawa's jitte? The effective creature's casting cost is too high to win against combo deck. Besides, 3 casting cost riding does nothing against noncreature decks. You better use rancor instead.
Cait_Sith
02-28-2007, 08:06 PM
Um no, a good number of those games I never drew Jitte. Also, Rancor has a large number of disadvantages in this deck. It does nothing to protect the creature, parts of the damage can still be absorbed (or even all of it, Exalted Angel would crush any Rancored creature in this deck while Dilu lets me sail past)
Also, rude sarcasm is not appreciated. Could you be more specific as to what problems you had?
KillemallCFH
02-28-2007, 08:12 PM
Let me guess, you win by umezawa's jitte? The effective creature's casting cost is too high to win against combo deck. Besides, 3 casting cost riding does nothing against noncreature decks. You better use rancor instead.That's why you side out RtDH against combo. Rancor doesn't make guys unblockable and immune to Rolling Earthquake; RtDH does. In a format where aggro is more prevalent than combo, RtDH is relevant most of the time, and better than rancor in many cases. For those rounds where it is just +2/+2 for 2G, you side it out for something better.
Cait_Sith
02-28-2007, 08:21 PM
It depends on the combo deck. RtDH comes out against TES and other EtW packing decks, but Rolling EQuake comes out vs Solidarity, although I may decide to change that. More testing will tell.
Radley
02-28-2007, 08:22 PM
I can't see any rude sarcasm in my previous post. This deck is too slow compared to goblin vial and most of the other decks around.
why not add jungle lion, ghazban ogre and/or wild dogs so this deck can become faster? This will take down your opponent's lifepoints then cast riding the dilu horse for sure win condition by the time your opponent start doing defense.
You shouldn't depend on rolling earthquake and riding combo becuase it's not that great especially to a noncreature deck.
Bongo
02-28-2007, 09:24 PM
What about keeping it closer to a Zilla Stompy-shell?
// Mana
5 Forest
7 Mountain
4 Taiga
4 Wooded Foothills
4 Llanowar Elves
4 Elvish Spirit Guide
// Beats
4 Kird Ape
4 Ohran Viper
4 Troll Ascetic
4 Scab-Clan Mauler
// Spells
4 Lightning Bolt
4 Magma Jet
4 Riding the Dilu Horse
4 Umezawa's Jitte
Cait_Sith
02-28-2007, 09:38 PM
I'd miss Rolling EQuake because it has given me outs against both Gobs and Angel Stompy without worry, but I'll try your version for a bit Bongo.
Also, Rolling and Dilu is not a combo, it is synergy.
Radley
02-28-2007, 09:54 PM
lol.. this deck is a zilla-stompy with a ride the dilu horse ^_- i guess rolling earthquake is better becuase it kills goblins and other creature decks.
Cait_Sith
02-28-2007, 09:57 PM
This deck does have a good amount of resemblance to Zilla Stompy, but because of RtDH I can play Rolling EQuake with much less fear. I like Bongo's list - Magma Jet + Rolling Earthquake.
Radley
02-28-2007, 10:05 PM
This deck does have a good amount of resemblance to Zilla Stompy, but because of RtDH I can play Rolling EQuake with much less fear. I like Bongo's list - Magma Jet + Rolling Earthquake.
If you really like rolling earthquake, put 4 burning wish and 3 rolling earthquake maindeck and 1 SB lol
Cait_Sith
02-28-2007, 10:19 PM
That means I would use 7 slots when I need 4 in an Aggro Deck. Bad idea. That makes it slow, raises my curve, and takes up valuable aggro room.
xsockmonkeyx
03-01-2007, 04:05 AM
I agree, When making creatures unblockable, it makes more sence plaing effects like Viper or Sword of Fire and Ice. I would even say SoFI is better in this deck than Jitte, since you don't lose life for killing creatures.
Jitte and Burning Tree Shaman is a good way to getting yourself killed. You half your lifegain, and lose life for killing/growing creatures. I'd either cut the Shamans for Troll Asctec or Jitte for Swords.
Swords is also better when playing Earthquake, saving a smaller creature without horsemanship.
I like the point about the Sword making your creature immune to Rolling Earthquake via pro Red. Using Sword instead of Umezawa's Jitte means even more synergy with your boardsweeper and more ways to keep goblins from chumping you. Besides, who doesnt like a snake riding a horse and carrying a sword?
I like the point about the Sword making your creature immune to Rolling Earthquake via pro Red. Using Sword instead of Umezawa's Jitte means even more synergy with your boardsweeper and more ways to keep goblins from chumping you. Besides, who doesnt like a snake riding a horse and carrying a sword?
The problem is that Sword costs 5, so it will be equipped on turn 3 much less often. The deck can easily right now cast turn 1 Elf, turn 2 swing, Scab-Clan, turn 3 Jitte, Equip, swing. Jitte can also not be chump blocked. If you're putting the Sword on anything other than Scab Clan, you'll need Riding to stop him from being chumped, where Jitte is effective even while being blocked. A creature with Riding and the Sword is pretty hot, but seems win more.
Cait_Sith
03-02-2007, 06:10 PM
My current build:
// Lands
5 [TSP] Forest (2)
4 [ON] Wooded Foothills
4 [A] Taiga
7 [US] Mountain (1)
// Creatures
4 [CS] Ohran Viper
4 [GP] Scab-Clan Mauler
4 [MR] Troll Ascetic
4 [R] Kird Ape
4 [AL] Elvish Spirit Guide
4 [4E] Llanowar Elves
// Spells
4 [BOK] Umezawa's Jitte
4 [P3] Rolling Earthquake
4 [R] Lightning Bolt
4 [P3] Riding the Dilu Horse
// Sideboard
SB: 3 [5E] Pyroblast
SB: 3 [TSP] Krosan Grip
SB: 4 [MR] Chalice of the Void
SB: 2 [DK] Tormod's Crypt
SB: 3 [SC] Pyrostatic Pillar
Thank you Bongo for the idea of dropping the Call of the Herd for more consistency with the other stuff. It has done me well. I think I'll call this deck Bongo's Bells. If he doesn't mind.
I really like the Deck Sith It has fast Clock and good synergy for the most part. As far as upgrading goes I'd say that Rancor is the most broken green card in a stompy deck ever...Also maybe 4x Silhana Ledgewalker? Equip a Jitte on her and she can be a force to be Reckoned with. Also, making her a 3/3 you're opponent cannot really kill her unless they are running mass kill like WoG or Damnation
Pinder
03-02-2007, 06:54 PM
Also maybe 4x Silhana Ledgewalker?
This could be a good idea. She has the same ability as Troll, and she has evasion of her own to carry across equipment. Best part? When she's Riding, even other Horsemanship guys can't block that. Not even Jesus can block a creature riding a horse on a ledge.
Cait_Sith
03-02-2007, 06:58 PM
My problem with Ledgewalker is she has such low power that is she is not a real clock by herself.
On Rancor: IBA seemed to think it would be better than Lightning Bolt, but I like the removal/reach mix.
Bongo
03-08-2007, 09:04 AM
Thank you Bongo for the idea of dropping the Call of the Herd for more consistency with the other stuff. It has done me well. I think I'll call this deck Bongo's Bells.
You're welcome!
I'm not sure if Rolling Earthquake is the right choice here, as you most often want to set it on 2 or 3, thereby taking most of your creatures with it. To not lose your clock, you're dependant on Dilu (especially if you have a Troll Ascetic out).
I might be biased, but Magma Jet gives you much needed library-manipulation to dig into a needed card. With 8 Burn spells, the ability to simply burn the opponent out is also not to be underestimated. A 2/2 split with Rancor also might be worth trying out.
Cait_Sith
06-21-2007, 08:17 PM
My SB is still outdated, but with the addition of Tarmogoyf to Legacy, I decided to make some changes:
// Deck file for Magic Workstation (http://www.magicworkstation.com)
// Lands
4 [ON] Wooded Foothills
6 [IA] Mountain (3)
4 [B] Taiga
8 [TSP] Forest (2)
// Creatures
4 [AT] Llanowar Elves
4 [R] Kird Ape
4 [CS] Ohran Viper
4 [MR] Troll Ascetic
4 [FUT] Tarmogoyf
// Spells
4 [P3] Riding the Dilu Horse
3 [P3] Rolling Earthquake
4 [U] Lightning Bolt
4 [BOK] Umezawa's Jitte
3 [B] Berserk
// Sideboard
SB: 3 [SC] Pyrostatic Pillar
SB: 2 [TSB] Tormod's Crypt
SB: 3 [5E] Pyroblast
SB: 4 [MR] Chalice of the Void
SB: 3 [TSP] Krosan Grip
Berserk boosts Goyf, often deals 6-8 damage on its own, and can avoid killing Troll Ascetic for the price of Fatal Frenzy. Awesome!
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