Pyrolobbers and animists

by Shaikon1 on 16 August 2013

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

Multi-strategy Red/Green deck. The Aggressive side deals with an insanely inflatable creature that you make unblockable with a technicality. The Defensive side has you lobbing rocks and playing cheap multicolor spells to untap the lobbers.

Alpha Authority and Madcap Skills, when both enchanting the same creature, effectively make it unblockable. One says it can't be blocked except by two or more creatures, and the other adds that it can't be blocked by more than one, ending with a creature that just can't be blocked at all. Feral Animist's power doubles for 3 colorless, so counting the buff from Madcap Skills, activating it once pumps it up from a 5/1 to a 10/1, and then again makes it a 20/1. 20/1, unblockable. With hexproof.

The strength of the defensive strategy is that Lobber Crew deals it's damage to each opponent, so multiplayer games can be won at the same relative speed as duels.

WHAT THIS DECK LACKS:
Card drawing, for one. It would be nice to have more creatures in hand. Burning-Tree Emissary allows you to play it and add enough mana to play another, so the more you have the more times you can activate both Pyroconvergence and Lobber Crew, so being able to get more creatures in hand would be helpful.

How to Play

Best Aggressive Strategy:
Turn 1: Play Gruul Guildgate
Turn 2: Play a land + Zhur-Taa Druid
Turn 3: Play a land + Feral Animist
Turn 4: Play a land + Alpha Authority and Madcap Skills on Feral Animist
Turn 5: Play a land + Swing, activating Feral Animist's ability twice. 20 unblockable damage. 23 damage total by this point because of the druid.

Best Defensive Strategy (Best if you can draw your first turn):
Turn 1: Play Gruul Guildgate
Turn 2: Play a land + Zhur-Taa Druid
Turn 3: Play a land + Axebane Guardian
Turn 4: Play a land + any combination of three Guardians and Lobbers (Prefer 3 Lobbers or 1 Guardian, 2 Lobbers)
Turn 5a: Play 2 Pyroconvergence, Activate 2 Lobbers, Play Gruul Charm, Activate Lobbers again. 12 damage + 3 damage to flying creatures. 15 total including druid damage.
Turn 5b: Play Pyroconvergence, Activate 3 Lobbers, Play Burning-Tree Emmisary, Activate 3 Lobbers, Play Burning-Tree Emmisary OR Gruul Charm OR Rubblebelt Raiders OR Feral Animist OR Zhur-Taa Druid if any are possible. You can also Play Clan Defiance instead, but that is best saved for later. If any of these 6 possibilities happen, Activate your 3 Lobbers again. 13 damage total + possible 3 to all flying or possible 2 to a flyer, 2 to a non-flyer, and 2 to a player. Druid has activated 3 times for 3 damage as well. Possible 18 damage by now.
Turn 6: Activate Lobbers, Play any multicolor, Activate again if neccessary. Basically finish them with whatever you have.

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0004138

Card Legality

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

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