#Smashing four deck builder upgradeIf the budget permitted me, I would upgrade with fetches as well, since those pair naturally with these dual lands, and - lets face it - we don't really need mana sources 7+ in the late game.īoth cyclers and fetches can power out an early Tasigur, the Golden Fang, too! Because of this wording, its important to maximize on duals with land types: ABUR duals, shocks, BFZ tangos, and Amonkhet cyclers all fit the bill. While some of these are basic landcycling ( Fiery Fall, Sylvan Bounty, and the useful-on-its-own Grave Upheaval), most search for land types, such as the Swampcycling and Islandcycling on Jhessian Zombies. Through the magic of landcycling! There are a whopping 13 cards with CMC six that let you discard them in order to search for a land. Rapacious One, Dreamstone Hedron, and Savage Ventmaw help us get to 12, while Lurking Predators, Wild Pair and Sunbird's Invocation are the cheat codes. When almost every spell you draw is powerful on its own, raw card draw isn't as important as being able to do two things in one turn. Once we hit six mana, the most important thing to do is reach 12 mana. Morph a Zoetic Cavern, then flip it over the next turn. Our final catch-up card Linvala, the Preserver, while less impactful as only a 3-for-1, still offsets some early damage while creating two bodies for the price of six. Planar Cleansing and Akroma's Vengeance nuke the whole board (and the latter can cycle if it isn't necessary) Merciless Eviction and Austere Command offer flexibility Bane of Progress cleans up all opposing mana rocks and whatnot and Hex is a "wrath" with flavor too good to pass up. Once we hit six mana, we run close to a complete suite of six-mana wraths to finalize our catch-up. New addition Tetzimoc, Primal Death lets us spend our early mana marking opposing creatures for a later death. Terminus can be miracled for a single, and one-half-of-our-nine-drops Blasphemous Act will generally only cost. We run some "early game" interaction in the form of discounted wraths: Hour of Revelation has CMC 6, but often will only cost 3. ONLY six and nine drops? How the hell do you stay alive for that nonsense? This comes out to 67 six-drops (402) and two nine-drops (18) for a total of 69 six-and-nine-drops (420). The total CMC of all these spells, added together, is 420. There are 69 spells in this deck, all of them CMC either 6 or 9. What do those numbers have to do with this deck, though? Well, that's simple. But what the hell do those numbers mean?Īnyone who has passed through middle school could enlighten you to the significance of the numbers 69 and 420. The rootinest, tootinest, zootinest deck I had ever dreamed of. A deck so outrageous, it exists beyond the term "power level." A deck with tokens, about tokin', that could only be brainstormed while tokin'.Ī deck that seemed impossible to create, but godddamn it, the math just worked out perfectly.Īs of, the reigning champion deck of the playgroup. To create a deck so stupid, it would be barely functional on paper. In the summer of 2017, getting drinks with the playgroup after a long day of smashing commanders at each other, I was struck by a terrible, beautiful idea.
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