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This is a fun deck concept focused around giving tokens to your opponent, then using Blood Seeker, Suture Priest and Batwing Brume to punish them for it. Propaganda is there to ensure they don't swing with all the tokens until Rakdos Charm, Seeker or Priest can do their thing. High Noon helps slow down the gameplay so cards can build up, which Varchild's War-Riders excels at. Overall, this deck is a mixed bag but a lot of fun.
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I'm considering swapping out 2x Aether Vial for 2x Ratchet Bomb, but we'll see. I'm sure there are other bits of feedback to make this deck to have improved performance.
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Added:2x Ratchet BombRemoved:2x Aether Vial
I'm considering dropping 2x Delaying Shield into this deck as well. Something to ponder.
Alright, the plan seems to be: 1- generate tokens for opponent, 2a- drain opponent for those tokens (as well as other critters), 2b- deal with tokens with Ratchet Bomb and return to 1, 2c- attack with Phantasm or copy and see 2a or 2bThe inherent problem with builds like this is that your plan is to arm opponent and eventually punish him for it. In doing so, you're basically unable to stop what he's doing because your deck's whole point is to charge up for damage, so opponent can do whatever he wants on top of being handed ammunition by you while he does.Imagine playing against a control deck with lots of removal and counterspells that runs 4-8 win conditions. You cast a Hunted Phantasm turn 3 and pass. Opponent cracks a fetch land then hits the Phantasm with Fatal Push during your endstep. Now you've lost a turn and given opponent the equivalent of +2 in material, and are staring down a deck you can't do much against that's going to eat you alive.Long story short, you've got to maintain maximum efficiency or you'll end up coming up short before you can stockpile the damage you need to end opponent. Running 4 colors is dangerous (even with the good land spread), so I'd generally advocate cutting down to 3 max. The last thing this deck needs is another math line that leads to dead draws because of land/color problems, you're already looking at situations where you need X and draw Y or lands instead and get mauled by opponent while you're stuck. The good news is, you can cut white with a little finagling and be fine for the subtraction (more on this below). Other than that, the major problem to deal with is (as stated above) you arming opponent to make your plan work.So, you've gotta make a portion of the deck a prison build, shutting down what opponent is doing as well as disarming the tokens you create so you have time to pull of your win condition of burn damage. The following cards are cheap prison options you can use to shut down the tokens and (hopefully) what opponent's doing (including some white options if you want to keep 4 colors):Propaganda, Juntu Stakes, Boarded Window, Ghostly Prison, Orim's Prayer, Watchdog, Energy Field, Thunderstaff, CrawlspaceYou also need some more damage sources and massive token generation: Stronghold Discipline, Varchild's War-Riders (we've talked about this one before) are really the way to go.An alternative line has you keeping white/red and running High Noon, which slows everything down to a crawl and really lets you build to a critical mass on tokens for your W while you use the prison mechanics to stay alive. It's also a damage finisher (an aspect of the card I absolutely adore), so your damage clock gets a little more manageable.Another option to consider is running some cheap nukes (besides Ratchet Bomb) that will disrupt opponent as well as kill off the gifted tokens, so if you get behind you can at least recover:Path of Peril/Ritual of Soot, Pest Control, Wrath of the Skies, and Vanquish the Horde. I'd absolutely recommend running 4 Ratchet Bombs, as you're going to need to reset the token count at some point in any game you play that can't play two massive burn spells in a row.As for what to trim, Aether Vial is a good idea based on the critter curve, but doesn't really help here, as what Vial is supposed to do is accelerate critter drops as well as get around counter magic and pull some control tricks. You'd much rather have solid material that gets what needs to be gotten done than topdeck a Vial that does essentially nothing.Generous Gift, Rapid Hybridization, and Swan Song are all really only good in formats like commander when you don't have access to colors that answer problems better. For example, Generous Gift is really just an awful version of Vindicate. I know you want to give opponent the token so you can build your damage clock, but there's a big difference between giving a 1/1 and a 3/3. Generous Gift might as well say "give up a turn for -1 material", cause in almost all cases, opponent would be more than happy to play a card that says "opponent discards a card and loses a turn/half a turn, create a 3/3 token" for whatever mana cost the card you killed happened to be.Humble Defector is only good when combod with something that either lets it tap multiple times a turn, or in a format like EDH where you can trade it with someone to keep gaining material. It won't die to a free Ratchet Bomb, and you have to wait a turn to tap it for the material, so you'd really rather just play something like Night's Whisper if you need the material. Or, better yet, Keep Watch.Another fun line would be going with Sivitri, Dragon Master and running Hunted Dragon (which would be a good consideration anyway). Sivitri keeps you alive, builds to a nuke, and can fetch the Dragon when you have room to breathe which absolutely can be a win condition (especially when combined with one of your burn spells).Lots of thoughts this time.
I'm literally at a loss for words. This is so much amazing valuable information! Thank you for your insights here so so much. You're correct on the general approach of the deck. I'll do some digging this weekend to see what I have and then figure out what I can source. This will help to figure out a path forward. For better or worse, this deck is slotting into a 4 color spot (RWUB) in my collection, so I'll see what I can do with the advice given. There's a lot of excellent stuff to think on here. Thank you dknight27!
To add to dknight27's suggestions, I have done some research on the matter and there are quite a few other cards that allow you to give tokens to your opponent. Here's a list of them for you to consider:Grismold, the Dreadsower, Sylvan Offering, Tempt with Vengeance, Eiganjo Uprising and Curse of the SwineAs a compliment to the pillow cards Angel's Trumpet is a good card to make them suffer post-combat.I like the deck concept, hope you can manage to make it work.
Thanks Anon88! I'll take a close look at these this weekend!
Okay, after looking at my card collection and what I can source, I had to make a few hard choices. There's simply too many good options listed above to stick into this version of the deck (4 color WUBR) and maintain the efficiency it needs to push. Of note, I chose to stick with Instants as they can respond on the opponent's turn, especially if High Noon is in play, so I can get some damage in. A notable inclusion not mentioned above was Zealous Persecution which could save em if a Propaganda is targeted on the opponent's turn. It also can do some minor pumping of my creatures for either attacking or defending. Because of the inclusion of Zealous Persecution, I did drop Ratchet Bomb down to only 3 copies. 60 cards is tight. I'm not sure how I feel with keeping Batwing Brume in the deck with Propaganda in it, as they don't synergize, but if the Prop gets popped on an opponent's turn, or if I haven't played it yet, Brume will still be worth it. I'm considering dropping it from 4x to 2x and adding 2 other cards, but not quite sure which. Possibly Keep WatchI toyed with creeping this deck to 65 cards to get 2x Keep Watch and another High Noon with land but it didn't seem to add much and diluted the efficiency. There is moderate control/removal in my playgroup but only a few decks that are focused on it. So I think this will get where it needs to be relatively quickly. If everything goes perfect, this can win around turn 4 or 5.Added:3x Varchild's War-Riders2x Zealous Persecution1x Ratchet Bomb2x High Noon4x PropagandaRemoved:3x Humble Defector2x Generous Gift2x Rapid Hybridization3x Swan Song2x Aether VialThoughts?
Looks great from my end, hope the play testing goes well for you.I might just try and make an EDH version of this unique idea.Will keep you posted if I manage to start thinking of one.
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