B Devotion: Post Origins

by Dith0rder on 21 July 2015

Main Deck (60 cards)

Sideboard (15 cards)

Instants (3)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

006800

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for B Devotion: Post Origins

Demonic Pact is unplayable if you can not guaranty a way to donate it or destroy it. Neither of those options can be done by Black.

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Posted 21 July 2015 at 15:17

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He doesn't have to donate or destroy it. All he has to do is drop merchant before he has to force a loss and he wins. It is a devotion deck after all

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Posted 21 July 2015 at 17:20

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Clearly the only way to deal with it is to win before the choice is made. I just feel the reward is just not worth the chance to take. To many things can go wrong without options out of your own control. Just my opinion of course, the cards fun for a laugh but unplayable.

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Posted 21 July 2015 at 17:42

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I'd rather lose to my own enchantment than get ground out by hard control or siege rhino. If there's the chance that I can gain enough advantage over three turns to eke out a win against my hardest match ups, I'll take it. As it is, every game I've resolved it, I've won as a direct result of it's abilities; Dimir/Esper control generally won't counter it, and it is bonkers against them. 4 cmc to draw 2, gain 4 life, make them discard 2 and lose 4 life? Not to mention the 2 free devotion; I'm living in Valuetown and they don't even want to counter it.

I genuinely appreciate the thoughts, though. A different UB build could probably run some Silumgar's Commands, or, frankly, any old bounce. But then that'd be the spell they counter and you'd lose anyway, not to mention setting yourself up for the negative tempo of using a card to return your own permanent, resetting what advantage you set out to gain in the first place. All-in with Pact is just more effective in my opinion.

All that being said, I'm a Red Mage who likes to run a single Aggressive Mining in most RDWs I've built. A game stalled is a game lost.

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Posted 22 July 2015 at 09:15

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See that is why I like the card myself. It's going to make me lose if you leave it be and all they have to do is be ready to stop any backup plan I might have for it. But as a die-hard rakdos player myself, if you aren't willing to take the risk for the reward, then shut up and hide behind your counterspells like a punk. Also, love aggressive mining. Might actually look into adding it to my modern burn as a one of and see how it goes

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Posted 22 July 2015 at 17:31

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Highly recommend one Aggressive Mining in majority-burn decks. If you're mainly creature based, it doesn't work as well since top-decking creatures isn't likely to get you that last bit of damage through when they've stabilized. I'm also looking forward to throwing a Molten Vortex into some burn decks and see how it does. I feel that it has strong synergy with Aggressive Mining in a more midrange burn, drawing cards from land you no longer need, and turning any additional land you draw into shocks*.

*ignoring it's not a synergy at all, but simply a way to get around the drawback of not being able to play land : P

Thank you both for your comments.

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Posted 24 July 2015 at 23:21

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Yeah molten vortex is great. I especially like the new puedo lightning bolt. My issue is finding a place in my burn deck mining and vortex. I could probably cut a creature or two from my limited number of them lol

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Posted 25 July 2015 at 04:42

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