Arcane Denial of Life

by ManiacalManiac on 18 November 2015

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (5)


Artifacts (4)

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 Description

So this deck was inspired by Thinker's deck, Tainted Roar(NO CREATURES!!!)
I'll start by saying I don't like budget decks so this is far from his budget version, mainly because of the land base. (obviously) Thinker's idea of playing Tainted Remedy and causing your opponent to gain life made me want to see how efficient it could be.

How to Play

First off your gonna want to keep a hand that has Tainted Remedy in it. If not your opponent is going to think your strategy of giving them immense amounts of life is some what foolish, to say the least.
Secondly Roar of Jukai is your combo win condition since you can splice it onto all of your arcane spells while keeping it in hand. Everything else in the deck is focused around this.
I will add that this is a burn deck that wants your opponent to play Kor Firewalker. :)

Deck Tags

  • Burn
  • Life Denial
  • Modern

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 2,217 times.

Mana Curve

Mana Symbol Occurrence

1307164

Card Legality

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

Deck discussion for Arcane Denial of Life

Nice deck. I like how you were able to get ethereal haze in. Maybe I can make something out of the wall of shards + tainted roar combo. Currently, I'm looking at a control deck if I use those two. Once again, nice deck, you surely deserve the credit.

0
Posted 19 November 2015 at 15:24

Permalink

After testing this deck, I found that it seemed to be a little inconsistent as I would end up winning around turn 5 or 6. It also had the issue of running out of fuel (especially against control decks). I thin it needs a little more plus power but it's still not half bad of a deck. Bravo!

0
Posted 21 November 2015 at 05:30

Permalink

I do agree with everything you've said. The main problem with the deck in my opinion is that it only has one win condition, Tainted Remedy. Rain of Gore just doesn't work the same and False Cure isn't modern legal.

0
Posted 21 November 2015 at 12:15

Permalink

So can the win-con be diversified, or is it just a write off?

0
Posted 21 November 2015 at 12:20

Permalink

I wouldn't call it a write off , just not consistent enough for modern. It's such a dangerous strategy. If Tainted Remedy doesn't resolve then all it does is benefit the opponent. With the exception of a bit of burn. Perhaps it would be a better vintage casual kitchen table build. could add 4x False Cure.

0
Posted 21 November 2015 at 13:35

Permalink

Well you could add blue or some way to make it so that tainted remedy stays on the field. After all there is a card called disrupting shoal (2 blue + x) the card can also be cast by exiling a blue card in your hand. It's also an arcane spell which gives you more targets for your roar. The card counters a spell which is = t0 the cost of x or the converted mana cost of a card.The reason why I didn't add it in my build is because it cost too much ($12/piece). Since your also playing blue, swan song and pact of negation might be good to add. Just suggestions.

0
Posted 21 November 2015 at 16:13

Permalink

Interesting ideas, I'll ponder them for a bit. 5 colour in modern is it possible? Probably inconsistent but...

0
Posted 21 November 2015 at 17:41

Permalink

You don't need to add those exact cards nor splash blue. I didn't make this clear but the main idea was to get something that allows tainted remedy to hit the field with lower chances of it failing. Foe example, since your in white you can play cards such as silence.

0
Posted 22 November 2015 at 02:47

Permalink

Silence is good for when you're casting it, but enchantment hate is still a concern. I'm actually more familiar w/ what's going on in Standard at this point (ironic, considering I don't play it), & it's not uncommon MB there...don't know if it's as much a concern in Modern. It would be nice to find a way to diversify this, to allow for more than 1 win-con...your next project, perhaps? (As the progenitor, you do have some added responsibility, you know...)

0
Posted 22 November 2015 at 03:49

Permalink

I wouldn't view myself as a progenitor so thanks. I might be able to find another win condition but it looks hard. Anyways, I just made a standard deck. The best part of it is it wins without creature spells, yet instead with the cards viewed as gods to new players, the cards in which even I'm in love with, and hose cards are dragons. Since your interested in standard you might like it. Thanks for letting me know though!

1
Posted 22 November 2015 at 03:58

Permalink

Correction...you WERE the progenitor, as Maniacal specifically referred to a deck of yours as what lead him to build this deck. Synergy...gotta love it. :)

1
Posted 22 November 2015 at 04:36

Permalink

Could you cut some Simian's to make room for some Reverberate?

1
Posted 19 November 2015 at 20:32

Permalink

Dang that's one good idea. I should test that out. Thanks!

1
Posted 20 November 2015 at 00:27

Permalink

I really like Reverberate, but the Simian Spirit Guides really speed this up by allowing remedy on Turn 2 Allowing me to Combo off Turn 3.

1
Posted 20 November 2015 at 03:44

Permalink

As well if you Reverberate an Arcane spell you can not splice Roar onto it since your not playing the copy, so that happens to be a draw back.

0
Posted 20 November 2015 at 03:50

Permalink

What I actually wondered was, since splice adds it's effect to the spell being spliced to, & the effect is added at the time you cast it, if you copy the latter, would that then also copy the added effect (also, Reverberate copying Rest w/ landfall & Remedy on the BF just plain sounded like fun). :) But if it slows you down too much, then not for competitive play. I'm a KT player, so admittedly, going off by T3 isn't something I shoot for...I actually prefer a game to go on long enough for lots of shenanigans to ensue. :) (NOT to grind on wearily forever, though. -.-) Thanks for your insights!

1
Posted 20 November 2015 at 05:29

Permalink

(I did try to find a ruling on the situation described, but couldn't find anything specific to it.)

0
Posted 20 November 2015 at 05:38

Permalink

Also, didn't mean to suggest that the joint doesn't jump in 3 turns of competitive play, so hope my comment didn't hit you that way...just the opposite is true. Just that the more turns, therefore, the more that can happen. (I'm not a student of physics, but I'm sure there must be a natural law to that effect...if not, perhaps Dr. Hawking would be good enough to discover one for us. :D) Equal/opposite & an object in motion do both seem relevant, though. ^^

1
Posted 20 November 2015 at 06:17

Permalink

Well shit I'm wrong. It turns out that the copy has the text of the splice version added to it. Now I have to figure out if it can be reliably cast , the double red may be a factor.

1
Posted 20 November 2015 at 11:10

Permalink

Yeah, that's why I didn't know if you could really afford to cut any Simian's. Keep us posted!!

0
Posted 20 November 2015 at 11:13

Permalink

Why no rain of gore in the mainboard? Wouldn't that make you more consistent? Or do the Idyllic tutors make it consistent enough?

0
Posted 26 November 2015 at 15:36

Permalink

Rain of gore is worded so that the only time an opponent would lose life from gaining life is when they would do something to gain life (although it might work with lifelink) and idyllic tutor make it consistent enough. Still a good idea if rain worked.

1
Posted 26 November 2015 at 17:02

Permalink

Okay now I'm seeing the wording correctly, sorry about that. :3

0
Posted 26 November 2015 at 18:13

Permalink

Ahaha, don't worry many people misinterpret/misread it at first.

0
Posted 26 November 2015 at 20:58

Permalink

I myself miss read it and originally had 4 in the deck before the realization. The only way I can force life lose through Rain of gore is with putting the Lifelink enchantment on their creatures. I have one in the SB to play against Soul Sisters and its very spot on flavour wide with this deck.

0
Posted 26 November 2015 at 22:52

Permalink

Actually, weird as it sounds, Rain of Gore doesnt trigger from lifelink. Because lifelink is based on combat damage, it doesnt count as gaining life from a spell or ability. Wizards ruling on it is vague and weird. But yeah. My Tainted deck was originally built around Rain with a bunch of lifelink giving spells and walls, then I found the ruleing.

0
Posted 28 January 2016 at 01:53

Permalink

Sterling Grove is a good SB, I actually run it main board in my Tainted Love deck. It can tutor out Remedy, and if it stays on board it gives Remedy shroud to make it harder to remove.

0
Posted 26 January 2016 at 05:24

Permalink

Thanks for the suggestion and it is a very good card however I am trying to keep this modern even tho it's a bit janky for the format.

1
Posted 28 January 2016 at 01:27

Permalink

Here's my take on the combo:
http://www.mtgvault.com/dedwards/decks/tainted-arcane-roar/

0
Posted 25 February 2016 at 09:21

Permalink

Here's my take on the combo:
http://www.mtgvault.com/dedwards/decks/tainted-arcane-roar/

0
Posted 25 February 2016 at 09:22

Permalink