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Showing most liked content on 01/11/2021 in all areas

  1. 2 likes
    Hello there, you miserable fucks! Intros aren't my strong suit, so… That's right! Today's deck is using one of the legends from the upcoming set Kaldheim, magic's most metal set yet, or so I'm told by an extremely repetitive marketing campaign! Sarulf is based upon the Norse figure Fenrir, a vicious wolf that is somehow the son of Loki, who in the days of Ragnarok consumed/will consume Odin, before being slain by his son. Metal! Similarly, this deck will consume our opponents' will to live (along with just about all their permanents) before being slain by our own eventual boredom when I build something else next week. But in the meantime, I'm going to show you all exactly how I plan to destroy the current world order and remake the world in a manner suspiciously reminiscent of those newfangled monotheistic religions! And here he is, our goodest boy, in showcase frame proper! As you can see, Sarulf is a very hungry dog, and grows plenty big as long as you can feed him opponents' permanents. It's definitely worth noting that he can grow from opposing fetchlands, so if you land him early enough your opponents will be forced to decide whether to feed him, or leave their Misty Rainforests and Evolving Wilds out to dry. Because of this, we want to land Sarulf as early as we possibly can. These are our most optimal forms of ramp for turn 1. Birds of Paradise and Elves of Deep Shadow both fix into black mana, which improves opening hands significantly. If you have either of them, and the forest to play them turn 1, you're basically set to land the great big dog turn 2. Green Sun's Zenith is one of the most powerful ramp spells ever printed. So powerful, in fact, that it is even banned in modern. Its advantage is that if you draw it late game, you can use it to find a singular threat or combo piece, since the usefulness of ramp drops of as the game goes on. Another synergy is that Dryad Arbor, the 0-drop creature it can grab on the first turn, is technically a land, meaning it is immune to Sarulf's boardwipe effect. Once Sarulf is on board, the next step is to load it up with some counters. This deck does so by tearing apart the opponents' boards, primarily with wide-reaching symmetrical effects like these. This might seem contradictory, as there isn't as much left for Sarulf to exile if they already sacrificed anything, but that's fine by me! If the 99 can clear the path for our big dog boy to go in and attack, that's awesome, that's a win condition. And if he needs to use his counters to mop up what's left, that just means he's doing his job. Soul Shatter is a recent card that I think has a heavy synergy here. Not only is it an instant, it forces the opponents' to sacrifice their highest-cost option, which otherwise might have dodged Sarulf's exile. Me and the boys pissing off creature decks. Edict effects on creatures are powerful, and this deck is no exception. While in a vacuum these cards are often worse than the assortment of spell-based removal this deck runs, they are opened up to extra synergies down the line. Now at this point you may be thinking "well this all doesn't sound too bad, this deck looks kinda grindy but where's the salt?" And the answer to that is simple. Sarulf pairs really fucking well with land destruction. After all, a land going to the graveyard does count as a permanent. Through use of efficiently costed land removal, this deck is able to take out the one permanent type that our apocalyptic pupper can't exile. But what would land destruction, largely on lands, be without some form of land recursion? Life from the Loam and Crucible of Worlds variants add repeatability to effects like Strip Mine, and Drownyard Temple's activated ability can offset the losses in the previously shown Dust Bowl and Smallpox. These are all powerful advantage engines with very little opportunity cost, and allow the deck to "break parity" and overwhelm the table with effects that, on paper, are fair and symmetrical. Diving deeper into the lands theme that this deck uses, I decided to include a small suite of ways to search out nonbasic lands. Crop Rotation works at instant speed, giving huge synergy with Bojuka Bog, but that doesn't make the others slouches, either. Pyr's Whim is a particularly powerful followup the turn after landing Sarulf, ramping by a little while also sending permanents to the 'yard to feed our bestest boy. I've had my eye on the card since it came out in Battlebond a few years back, so I'm overjoyed to have finally found such a natural fit for it. With a good selection of tutors for lands (as well as a few generic tutors I feel no need to go over) we are afforded the opportunity to run a few two-card combos. Thespian Stage + Dark Depths yields an enormous token that can close out games pretty easily on its own. The token is easily exiled by Sarulf, so care does have to be taken in regards to sequencing. Urborg and Cabal Coffers have been paired with each other ever since the tomb of Yawgmoth saw print, and for good reason. The amount of mana that this pair can so easily generate is remarkable, and though this deck doesn't utilize it as much as others might, it definitely doesn't hurt to include it. Though this deck manages quite well to generate advantage through lands, I elected to include a small suite of card-draw spells just to smooth things out a bit. Sign in Blood and Night's Whisper are premium card-draw, generating advantage for very little mana, in a deck that generally speaking isn't very greedy for mana in the first place. Return of the Wildspeaker is an absolute bomb, taking advantage of the massive size that Sarulf can so easily attain, at instant speed no less. The Great Henge also takes advantage of Sarulf's growth, potentially costing as little as 2 mana. Adding card draw onto the creature-based edicts makes them incredibly powerful, and the ramp and lifegain don't hurt at all. Not to mention that, as a 9 drop, it will almost always be safe from Sarulf. Now we move into the deck's wincons. Mazirek takes advantage of edict effects while also growing Sarulf to make his ability more lethal. Worm Harvest is a pet card of mine, but can easily build up an overwhelming advantage in the late game. Combining the two allows you to swing for game against every opponent at once. Torment of Hailfire is a fantastic use of all the mana Cabal Coffers gives, and synergizes with Sarulf if people are scared to lose the life. If Sarulf is up to 9 power, Tainted Strike can turn chip damage into a one turn kill, a great way to deal with the player best equipped to stop your steam engine of a deck. Finally, this leaves us with a few cool synergistic cards that I thought were worth mentioning. Winding Constrictor doubles the speed at which Sarulf can go, important against ramp decks or decks that cheat out high cmc threats. Ashaya turns all your creatures into land, making them immune to Sarulf's wipe (this synergy is brawl legal for those who care!). Sensei's Divining Top works well with all the shuffle effects in this deck, and can dodge Sarulf's wipe while giving you another card in hand. Awaken the Erstwhile is probably not even good but holy shit it's funny. Sarulf can easily wipe out all the tokens, leaving your opponents with no board AND no hand. Biggest issue is that you will have A LOT of zombies coming at you for the next turn cycle. So, there you have it. I probably won't be saying this much about most decks I go over here, but figured I should put in maximum effort for this first post. https://archidekt.com/decks/1059624#Bad_Dog
  2. 2 likes
    "Whenever you're ready for me to fire, just give me the signal, but just remember I'll only be able to fire once before charging up again." Yasha nodded, pounding a fist into his palm loudly. "Fortunately, making openings is the most common function of a power tool!" And with heavy, clanging footsteps, he began approaching Hemlock, slowly picking up speed as both of his hands morphed into chainsaws. He was the tank, so preventing Hemlock from attacking Yumi was his primary task-- but he had the secondary task of signaling Yumi for her attack, and making an opening if necessary... and possible... and the best course of action. Now if only I could remember what the signal was...
  3. 1 like
    Yo, forgot I made these and I suspect some have been lost to the aether that is OTHER FORUM So figured I'd post what I have here for people to use, maybe if enough interest is shown I can get back into making some?
  4. 1 like
    I'd just like to put it out there that this looks like a deck I'd use
  5. 1 like
  6. 1 like
    New episode of Yugioh Abridged!
  7. 1 like
  8. 1 like
    The gentleman I am quoting does not share his wishes even though I just wanted to get a land with them ;_;
  9. 1 like
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