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.
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.
You guys realize it is until end of turn though right?
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"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."
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Originally Posted by Slay
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.
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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.
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.
Originally Posted by Greg 'IdrA' Fields
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Originally Posted by Greg 'IdrA' Fields
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.
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.
Isn't pyroclasm just a better option than rolling earthquake in that case?
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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.
info.ninja
Now thats a good idea, also you might consider equipment such as sword of light and shadow or sword of fire and ice.
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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.
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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.
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