Bane of the Living
06-02-2007, 12:40 PM
This deck is an extension of a mono red deck I had in the works prior to the Flash ordeal. It looks to exploit the weak mana curve and reliance on fetchlands. Land destruction is a potent tool against decks when backed by a signifigant clock. Here is the list I originally tested..
Ankh Sligh
4 Rishadin Port
4 Wasteland
12 Mountain
4 Mox Diamond
4 Slith Firewalker
4 Veteran Brawlers
4 Blood Knight
2 Avalance Riders
2 Ravenous Baboon
4 Ankh of Mishra
4 Lightning Bolt
2 Boom Bust
4 Pillage
3 Molten Rain
3 Chalice of the Void
The list looks janky as hell I know. Im sure at least half of you needed to look up the creatures. I'll admit that Slith Firewalker needed to be replaced badly. The only time he was ever good was turn one backed up by a couple turns of land destruction. Turn 2 slith on the draw just doesnt cut it in legacy.
Card Choices..
Mountains- You need these for red mana. Fetchlands kill you.
Wasteland/Port- These rule, you know this.
Mox Diamond- This makes 3cc ld not suck. It also enables you to dump ankh into play before your opponent plays one of theyre first fetchlands.
Slith- Like I said he was a weak link in my aggro. Awsome turn one except against Mogg Fanatics. People often let him hit a couple times then lost once he was a 4/4.
Blood Knight- This was one of the reasons I made the deck. Pro White is tech. He eats goblins for breakfast. My meta is very white weenie oriented so hes just the man and thats all she wrote.
Veteran Brawlers- This deck should be called Veteran Sligh because he's clearly mvp. Ive beat the fuck out of people on MWS that read the card and call me a noob. People playing TES, whatever. He'll kill you, he wont even think twice about it. It also pushes people to make bad choices to not get hit by him. I have goblin players not Wasting my lands or Porting me because of him. People wait a turn more to play spells as tho your playing Daze. Except your daze does 4 damage a turn! I really cant stress how good he is, the deck is built around him.
Baboon/Darwin
These guys were also pretty weak but I wanted something that would act as land destruction and a kill condition. These are few.
Bolt- I need some kind of board control in the deck. This is the only card. Its a Lackey answer and helps Blood Knight in combat. It conflicts with Chalice of the Void but both seem way too necessary. Some suggestions are welcome.
Ankh- These deal tons of damage. Your LD wouldnt matter much when people top a curve at 2 mana except that they need to take 2-4 each time they want to get mana on the table again. This makes the LD worth it. Legacy is chock full of fetchlands and this is how you exploit that.
Chalice of the Void- The deck has a weakness to combo, this can help that. It also comes down mid game to stop mana scewed opponents from staying in the game with one drops.
Molten Rain- The damage from this and Ankh adds up and helps your men achieve victory sooner. Double red usually isnt a problem.
Pillage- The fact this blows up vial is huge since it makes a big difference in the goblin matchup. The ability to hit opposing moxen and needles is a benefit.
Boom/Bust- This is played basically since 2cc ld is where its at. I want it to be Sinkhole and it will be with the black splash made.
Goblins
In testing I had a surprisingly good goblin matchup. I could get the Chalice for 1 on turn one, I had Pillage for Vial. Goblins suprisingly hates land destruction when they run a really tight mana base. Ankh of Mishra dished out tons of damage thank to 6-8 fetchlands. Bolt is played for a lackey answer.
Thresh
Ankh was nasty against thresh as well. They take 5 damage from one fetchland with ankh out. Your stongest play in the deck is usually a turn one ankh followed by LD.
Solidarity
This was the tough one. You basically need to capitalize on LD effects and not get them Remanded. You can certainly win games by nuking 4 land in a row and beating with guys but Veteran Brawlers arent so great against a deck that never taps out. Chalice helped shore this matchup.
This deck actually gave me favorable matchups against the big three. TES was tough but far from unwinnable since the deck has a weakness to LD, clocks, and Chalice. As long as you had CotV for 0 and quick beats you were ok. The sb consisted of 4 Pyroclasm for Emtpy the Warrens and Gobs.
Enter Future Sight!
There are two amazing additions to this deck thanks to this set. The first is Magus of the Moon. This guy just wins games, he completely stole the spot from the craptacular Ravenous Baboons.
What this deck wants is a bigger nasty creature to take Sliths spot. Hello Negs. It needs a better land destruction spell, enter Sinkhole. The issue is getting black mana without the help of fetchlands and maintaining double red. Double black for sinkhole is tough for a splash so I was in a pickle. Thank yawg for Graven Carverns.
It turns out Caverns helps get me double red when I draw too many ports/wastelands and only a single mountain. Which happened to me alot since there are 15 cards that require RR.
Here is my revised list splashing black.
4 Graven Caverns
4 Rishadin Port
4 Wasteland
4 Badlands
4 Mountain
4 Mox Diamond
4 Dark Confidant
3 Phyrexian Negator
4 Blood Knight
4 Veteran Brawler
3 Magus of the Moon
4 Chalice of the Void
4 Sinkhole
4 Pillage
2 Lava Blister
4 Lightning Bolt
Sb
3 Pyroclasm
3 Ankh of Mishra
3 Pyrostatic Pillar
3 Tormods Crypt
3 Jitte
There are a few other things I want to work out. I dont know how well the bolts will work with chalice still but bolt seems even more needed now that negs is in the deck and you'll need to clear blockers.
Im expecting Magus to mess up my black mana sources a bit as well. I need to crunch out quite a few games to see how many times these anti synergies come up and how conflicting they are.
I was thinking of testing out Encroach to take blacks mana denial a bit further. It seems effective and terribly underplayed at one mana. Help developing the deck would be much appreciated.
Ankh Sligh
4 Rishadin Port
4 Wasteland
12 Mountain
4 Mox Diamond
4 Slith Firewalker
4 Veteran Brawlers
4 Blood Knight
2 Avalance Riders
2 Ravenous Baboon
4 Ankh of Mishra
4 Lightning Bolt
2 Boom Bust
4 Pillage
3 Molten Rain
3 Chalice of the Void
The list looks janky as hell I know. Im sure at least half of you needed to look up the creatures. I'll admit that Slith Firewalker needed to be replaced badly. The only time he was ever good was turn one backed up by a couple turns of land destruction. Turn 2 slith on the draw just doesnt cut it in legacy.
Card Choices..
Mountains- You need these for red mana. Fetchlands kill you.
Wasteland/Port- These rule, you know this.
Mox Diamond- This makes 3cc ld not suck. It also enables you to dump ankh into play before your opponent plays one of theyre first fetchlands.
Slith- Like I said he was a weak link in my aggro. Awsome turn one except against Mogg Fanatics. People often let him hit a couple times then lost once he was a 4/4.
Blood Knight- This was one of the reasons I made the deck. Pro White is tech. He eats goblins for breakfast. My meta is very white weenie oriented so hes just the man and thats all she wrote.
Veteran Brawlers- This deck should be called Veteran Sligh because he's clearly mvp. Ive beat the fuck out of people on MWS that read the card and call me a noob. People playing TES, whatever. He'll kill you, he wont even think twice about it. It also pushes people to make bad choices to not get hit by him. I have goblin players not Wasting my lands or Porting me because of him. People wait a turn more to play spells as tho your playing Daze. Except your daze does 4 damage a turn! I really cant stress how good he is, the deck is built around him.
Baboon/Darwin
These guys were also pretty weak but I wanted something that would act as land destruction and a kill condition. These are few.
Bolt- I need some kind of board control in the deck. This is the only card. Its a Lackey answer and helps Blood Knight in combat. It conflicts with Chalice of the Void but both seem way too necessary. Some suggestions are welcome.
Ankh- These deal tons of damage. Your LD wouldnt matter much when people top a curve at 2 mana except that they need to take 2-4 each time they want to get mana on the table again. This makes the LD worth it. Legacy is chock full of fetchlands and this is how you exploit that.
Chalice of the Void- The deck has a weakness to combo, this can help that. It also comes down mid game to stop mana scewed opponents from staying in the game with one drops.
Molten Rain- The damage from this and Ankh adds up and helps your men achieve victory sooner. Double red usually isnt a problem.
Pillage- The fact this blows up vial is huge since it makes a big difference in the goblin matchup. The ability to hit opposing moxen and needles is a benefit.
Boom/Bust- This is played basically since 2cc ld is where its at. I want it to be Sinkhole and it will be with the black splash made.
Goblins
In testing I had a surprisingly good goblin matchup. I could get the Chalice for 1 on turn one, I had Pillage for Vial. Goblins suprisingly hates land destruction when they run a really tight mana base. Ankh of Mishra dished out tons of damage thank to 6-8 fetchlands. Bolt is played for a lackey answer.
Thresh
Ankh was nasty against thresh as well. They take 5 damage from one fetchland with ankh out. Your stongest play in the deck is usually a turn one ankh followed by LD.
Solidarity
This was the tough one. You basically need to capitalize on LD effects and not get them Remanded. You can certainly win games by nuking 4 land in a row and beating with guys but Veteran Brawlers arent so great against a deck that never taps out. Chalice helped shore this matchup.
This deck actually gave me favorable matchups against the big three. TES was tough but far from unwinnable since the deck has a weakness to LD, clocks, and Chalice. As long as you had CotV for 0 and quick beats you were ok. The sb consisted of 4 Pyroclasm for Emtpy the Warrens and Gobs.
Enter Future Sight!
There are two amazing additions to this deck thanks to this set. The first is Magus of the Moon. This guy just wins games, he completely stole the spot from the craptacular Ravenous Baboons.
What this deck wants is a bigger nasty creature to take Sliths spot. Hello Negs. It needs a better land destruction spell, enter Sinkhole. The issue is getting black mana without the help of fetchlands and maintaining double red. Double black for sinkhole is tough for a splash so I was in a pickle. Thank yawg for Graven Carverns.
It turns out Caverns helps get me double red when I draw too many ports/wastelands and only a single mountain. Which happened to me alot since there are 15 cards that require RR.
Here is my revised list splashing black.
4 Graven Caverns
4 Rishadin Port
4 Wasteland
4 Badlands
4 Mountain
4 Mox Diamond
4 Dark Confidant
3 Phyrexian Negator
4 Blood Knight
4 Veteran Brawler
3 Magus of the Moon
4 Chalice of the Void
4 Sinkhole
4 Pillage
2 Lava Blister
4 Lightning Bolt
Sb
3 Pyroclasm
3 Ankh of Mishra
3 Pyrostatic Pillar
3 Tormods Crypt
3 Jitte
There are a few other things I want to work out. I dont know how well the bolts will work with chalice still but bolt seems even more needed now that negs is in the deck and you'll need to clear blockers.
Im expecting Magus to mess up my black mana sources a bit as well. I need to crunch out quite a few games to see how many times these anti synergies come up and how conflicting they are.
I was thinking of testing out Encroach to take blacks mana denial a bit further. It seems effective and terribly underplayed at one mana. Help developing the deck would be much appreciated.