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#1 | |
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...figuring things out...
MDV Owner
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July 2009 - MDV Deckbuilding Contest! 'He's Almost Triskelion...' [Submission Thread]
MDV Deckbuilding Contest! He's Almost Triskelion...
This is the official submission thread. That's right, your submission has to be posted in this thread and others will be able to see it. If you want to be secretive, wait until the last minute to post your deck before the deadline. The discussion thread can be found here. Any questions or comments can be posted in that thread. Only your submission including description and deck name goes in this thread. Quote:
Please read these carefully as they will make or break your entry.
Scoring:
This scoring system is subject to change. Prizes: The winner of this contest will be sent four of the card you are building a deck around. If there is a tie, either the cards will be split up amongst the people involved, or if I have enough of that card, I may send 4 to all winners. In the case of this card it will be split up amongst the highest scorers (in the event of a tie).
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#2 | ||||||
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Mixed Nut
Moderator
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Re: July 2009 - MDV Deckbuilding Contest! 'He's Almost Triskelion...' [Submission Thr
Quote:
Red Goblins In modern Magic, there is no tribe that loves sacrifice more than Goblins. Unoriginal deck building could easily go straight up tribal on them, but I decided to incorporate only those most dedicated to bringing death. Goblin Sharpshooters are nasty on their own, but in a deck built in and around death they straight up obliterate. They combo well with the Deathbringer, but perform amazingly well with almost card in the deck. To spice it up I added Goblin Bombardment to allow sacrifice for damage as well and as a few game-ending Shriveling Rots. Malevolent Awakening helps to return slain Sharpshooters to play as they are probably the strongest creature in the deck and sure to be targeted heavily with removal. Sure Thoctar may be the coup de grace, but Sharpshooters will shred the battlefield into submission very early on. Should they happen to be on the battlefield at the same time...well...woo...ooh...my..... Key Game Ending Combo: Shriveling Rot + Goblin Sharpshooter Key Synergy: Goblin Sharpshooter + Everything Black: Thrulls & Zombies. This is where some major synergy comes into play. I went old school, thinking of the original sacrificial tribes Thrull and Zombie. While I ended up ruling out Thrulls in general I did bring along Endrek Sahar for his shenanigans and Thrull making abilities. Should he be out when Deathbringer comes into play, bodies will definitely hit the floor as six Thrulls come rolling into play alongside the monstrous beast. Festering Goblin and Carrion Ghoul are my favorite Black one drops and fit perfectly here, causing early game havoc and enabling some powerful synergistic combos. Greater Gargadon helps with enabling sacrifice, even if he does dominate Endrek. In the end, Black ironically brings the tokens and life to the deck. Creating fodder for Sharpshooters and the Thoctar. Key Concept: Manaless sacrifice for effect Ultimately, I decided to use six cards to make my favorite token dropping engine instead of something simple like 4x Breeding or 4x Spawning Pit. To some it may seem mind baffling perhaps even irrational, but in as my second legend is Norin the Wary. Why you ask? The answer is singular: Genesis Chamber. For three mana and two cards, you generate an extremely tough to deal with token making scheme. Norin is extremely hard to kill and Genesis Chamber is cheap and efficient. Best part, it generates creatures for your opponent as well, which just means there are even more squishy bodies to destroy. You may scoff at giving your opponent creatures with the Genesis Chamber, but I play it all the time and in the right deck it creates an unstoppable force of fodder. Cashew's Signature Key Combo: Norin the Wary + Genesis Chamber Overall, you can see how easily the deck plays. The concept is simple and the support is brilliant. Two power spells Terminate and Lightning Bolt offer a lot of oomph in supporting both control of the field and the overal message that everything must die! Vess offers toolbox support as well, or you can actually build to her ultimate which in itself is game ending in this deck. I really like this deck and play a similarly concepted ones already in black/green and red/green/black. Deck Strengths: Dominates any non-ramp deck that relies on creatures. Particularly effective against Ichorid, GW token, Naya, Faerie Deck Weaknesses: Combo decks like Dragonstorm, TEPS. Draw-Go Control, Ramp decks, Affinity/Tez
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Last edited by Cashew; 07-20-2009 at 04:41 AM. |
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#3 | |||||
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Are you without sin?
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Re: July 2009 - MDV Deckbuilding Contest! 'He's Almost Triskelion...' [Submission Thr
Paying Respects focuses on each creature benefiting from death. Whether it's gaining power to hurt, new life, mana, or simply death, each one helps. The legendary shrines would obviously represent the shrines you would go to, to pay your respects to the dead. Three card combo: Deathbringer Thoctor, Blood Pet, and Enduring Renewal. With all three in play you first sacrifice the Blood Pet for one black mana. He returns to your hand thanks to Renewal while Thoctor gets a +1/+1 counter. You use that black mana to play the Blood Pet again. Continue as needed, or until the Pet starts to cry, then we break for ice cream. Playing the deck is very simple, you give death to their creatures while slowly whittling their life down, either with Thoctor, another creature, or the shrine itself. After all, you can't pay respect to the dead, if you haven't killed them yet.. ------ By the way, Cashew, you have Drowning spelled wrong. Other then that, lets see if I can beat you this time. Last edited by Ryuzaki; 07-15-2009 at 09:34 AM. |
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#4 | |||||
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MZ British Blend
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Re: July 2009 - MDV Deckbuilding Contest! 'He's Almost Triskelion...' [Submission Thr
But seriously, the deck goes the direct route and says "Things are going to die; may as well get some benefit to it!". An ideal starter would be the Carrion Feeder as he's the little brother to our Deathbringer Thoctar and even helps him along in the later stages of the game. The remainder of the creatures deliberately die, or push other creatures over the edge - It was here that I took my first Legendary option in the form of Ashling. It's not likely to trigger often; but it forces careful blocks and that equates to creature stall. The totems were an easy addition; with very few creatures sticking around I needed a means to block potential threats - the Forysian Totem does a great job here whilst the Phyrexian Totem is an early beast and an engine to power the Thoctar. Oversold Cemetery is very useful when you consider the number of creatures which will be in your Graveyard early on and even allows you to avoid thinning out your creatures via Unearth. Besides, once it's there it needs no more investment, making it far more manageable then choices such as Phyrexian Reclamation or Tortured Existence. Fallen Ideal and Sadistic Glee take the fight to the whole "Death is Great" aspect into overdrive; providing brilliant combat prowess (Fallen Ideal on a Spark is amazing tech) and allowing for some combat shenanigans. The last area of concern was drawing cards - not a cheap affair in Black and Red; but eventually I settled on a Legendary Land (Mikokoro, Center of the Sea) as well as the classical choices of Phyrexian Arena and Night's Whisper in this regards due to their relative power-to-cost ratios and splashability.
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#5 | |||||
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Facepaw...
Join Date: Jul 2006
Posts: 2,897
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Re: July 2009 - MDV Deckbuilding Contest! 'He's Almost Triskelion...' [Submission Thr
Tainted Thoctar's Betrayal
The idea of this deck is not just to have things die a lot to fuel the Thoctar Trike-cannon, but to have them die again and again and again. To achieve this goal, it contains for a start two permanents that provide your opponents with graveyard fodder: Varchild's War-Riders and Forbidden Orchard, the first also being a beatstick not to underestimate, the latter a nice mana fixer. To send these newborns to their ultimate faith, we have Tainted AEther and Night of Soul's Betrayal, which work even more wonders in combination, eating away their lands and potential remaining creatures. Shirei is our second Second Life maniac, but he works on your own creatures. To render his recursion effect worthwhile, we have Mesmeric Fiend, Mogg War Marshal, Rukh Egg and even Nether Traitor, to save us one black mana. In combination with the already mentioned enchantments, all of these become an endless supply of Thoctar food, with most of them even having additional benefits. Mesmeric Fiend will cease his presence on the battlefield so quickly that his 'return from exile' ability will trigger before anything even has been exiled, effectively making him a castigate recurrable with Shirei. Mogg War Marshal fuels the tutor mentioned in the next paragraph and provides Thoctar with a lightning bolt every turn. Rukh Egg gives you 4/4 flyers every turn, and Nether Traitor can find its way back on its own with all of the above. The synergy disappears if you have both enchantments in play, but at that time you should be giving your opponent thunder and lightning in unpleasant body cavities already. Diabiolic Intent is our resident tutor, being cheap and giving us a free Thoctar counter or Nether Traitor recursion. Traitor, Mogg and Egg serve as its fuel. Dark Ritual serves to power out our enchantments and our precious Thoctar earlier than turn 6. Molten Slagheap aids if the lands and/or rituals won't come. Thoctar himself shines as the finisher. Taking advantage of all previously mentioned tricks, he can become a large fatty who can do double damage by removing his +1/+1 counters after attack or stall a turn and remove blockers with his ability instead (powering him up again). And finally there's our two legends combo: Ashling and Shizo, Death Storehouse provide us with a five turn clock and spot creature removal. Thoctar likes dragons and angels too, after all...
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Last edited by Mad Mat; 07-20-2009 at 09:55 AM. |
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#6 | |||||
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*confused*
Join Date: Jul 2006
Location: Lake of Constance, Germany
Posts: 4,557
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Re: July 2009 - MDV Deckbuilding Contest! 'He's Almost Triskelion...' [Submission Thr
When night falls onto the planes... The so-called "good" humans and humanoids don't rule the planes anymore, and the hunt begins. For the creatures of the night, the damned, and those that chose the path out of free will crave something... Some lust for blood, others for might, others are simply willing to be sacrificed in order to fulfill one last purpose, in their death, and serve their dark masters. Other creatures of the night are just... there... Part of a theater of horrors. Nightmares are as much part of the dream world as shadow is part of a world bathed in the sun's light. But you will not see the sun's light here... All of them creatures have one thing in common... They want the night to be THEIRS, and THEIRS alone. Whoever has even the slightest aura of "goodness, purity or galantry" about them... Doesn't belong in here, and has to die. Be consumed by the night. For the theater of night paints the stage red with the essence of life itself... Gameplay: Your early drops are usually a couple of cheap creatures, and if need be, pingers or the Gorgon Flail. That one curves nicely with the pinger routine of Ikspitter and Guildmage. At 7 pingers, chances are, one sticks. Your opponent WILL have to handle that one, if the flail is around. Swiftly. The deathtouch equipment goes so well with Mirri its not even funny. She is practically unblockable safe from Pro-Blackers, and can serve as a super-enhanced blocking machine you simply cannot get past. I always wanted to put her to good use, and here, she finally shines. I might edit the deck at a later point, as I am not happy with her as a one-of, as she goes awesomely well with the pinger routine, too. We shall see. The ultimate goal of the deck is, of course, Deathbringer Thoctar. Beeing decently obnoxious, he cleans the board pretty much as soon as he hits it, or one turn after that. Usually, you have either drawn into Gorgon Flail for pinging dead each and everyone, if you please, OR you have drawn the super-cool Mephidross Vampire, which means you can go on all day long as you never run out of counters. Either way: Board control ought to be doable, with that one in addition to Grave Pact, 7 Pingers, a deathtouch equipment and 2 legends that can REALLY offset the balance. The first counter is provided by one of the several weenies that die, or by killing an opposing creature with one of the rest of the team. Which goes pretty darn well with Grave Pact, as you'll get 2 counters out of it, that way, one for your own creature, one for the opposing one. As has been said by Someone (sameone) Serious: "Double the Gun, Double the Fun..." Synergies: Grave Pact and sacrifice effects are awesome. Plain Awesome. If they curve nicely, thats even better. If you happen to run out of sacrifice effects, and you have gravepact on the board, you can always use your pingers for a one-use-only Chainers Edict, in that they can ping themselves. Since you REALLY have a decent board control routine, the Grave Pact can really shine, as you are sorta certain you will be hitting something decent. All small guys will die to the pingers or the Evincar, probably. The Gravepact gets pretty good, too, when you have gotten the Deathbringer Thoctar onto the board. You get twice the counters, can take down pretty much most of the board after a few sacrifices, too... Or simply enjoy your large beast and the ability to hit your opponent post-attack for one for each counter on it. Usually should be enough in a few attacks, really. The Vampire Nocturnus is really really really useful, here. Of course... When Vampire Aristocrat gains flying and +2/+1, alongside a 5/4 flier, and a deck full of expendables... Things can get out of hand very swiftly. But even cooler is the synergy bonus of 8 fetch lands and knowing the top card of your library at all times. Really helps a combo deck, you know... But it gets REALLY exiting in a 31 creature deck when you manage to drop a Mephidross Vampire. You see, 30 creatures, quite a number of them beeing rather small, have been chosen for a reason. When you get to 6 mana (sometimes aided by I-allow-for-a-gap-in-the-mana-curve Mr Blood Pet himself, who goes VERY well with Thoctar even IF you have 6 lands in play, but also goes well with Death Pact no matter how many lands you have in play), your team will suddenly fly with the nocturnus. And have a decent front. Not always you have to wait for the Thoctar to take the game. Mephidross and Vampire Nocturnus is so much part Overrun you will win games with your weenies just because of their number. Aristocrat and Mesmeric Fiend allow for the classic trick of sacing the Fiend before its comes into play trigger resolves, permanently ridding your opponent of a card and gaining +2/+2 in the process. Had to be done, you know... Ikspitter has been chosen over the much-more-powerful Goblin Sharpshooter for three reasons (the least important one first): I expect to see him in this contest a LOT. Wanted something else, for flavor reasons a thrull seemed perfect, even though he HAS already been posted... But oh well... Second, I wanted as many cards in the deck to be black, to really pull the Vampire Nocturnus trick as often as possible. And, most importantly: I wanted the deck to have a REALLY really really really BLACK feel to it. A creature dissolving from the inside and spitting toxic remains of itself just went so well with Nightmares, Grave Pacts, Vampires, and Zombies. The deck managed to really wonderfully FEEL and play like a night underminded by Vampires, as soon as Mephidross hits, and turns everything INTO a vampire... That's so much fun... So I didn't want to spoil the flavor by card choices for power reasons. The Sharpshooter simply didn't seem sinister enough for my purposes... ![]() Like last time, the decklist is filled to the brim with synergies, and just like last time, even the freaking mana base serves double purpose and has included synergies. All cards support the central card again (either beeing expendable weenies to get the first counter, sac-outlets for the same purpose, or creating or searching a board sweeping combo).
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Last edited by Yezzandrix; 07-16-2009 at 02:58 PM. |
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#7 | |||||
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Wizard of the Elements
Join Date: Jun 2008
Location: Doofenschmirtz Evil Inc.
Posts: 670
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Re: July 2009 - MDV Deckbuilding Contest! 'He's Almost Triskelion...' [Submission Thr
Okay so the deck works on the synergies between Deathbringer Thoctar and/or Death Baron/Gorgon Flail, which both give the Thoctar Deathtouch so as long as one creature dies (which is bound to happen thanks to Lightning Bolt and Doom Blade plus the deathtouch ability) I have turned my Zombie into a frikkin Uzi. I'll pull a +1/+1 counter off of my thoctar to kill one of your creatures, rinse and repeat. Kiki-Jiki is here to make a copy of the thoctar (another way of ensuring a +1/+1 due to the sacrificing clause) Hunting Triad is more for the Reinforce ability but 3 1/1 dudes doesn't hurt either. Shield of Kaldra is here to make sure that at least one Thoctar isn't going to die to a stupid Wrath effect or other such shenanigans. Terminate and Lightning Bolt are spot removal, pure and simple. Deadly Recluse also acts as spot removal because of deathtouch, plus it's a 1/2 with reach for 2. I'm not complaining. Birds of Paradise is pretty obvious I think, it's going to accelerate into Thoctar and then more than likely die to give a +1/+1 counter. Siege-Gang Commander does a few things in it's spot. First it's a sac engine, which also makes it a +1/+1 counter engine. Secondly it does some stupid things with Kiki-Jiki netting me, essentially, 4 Goblin Tokens that can then be sac'ed to the original Siege Gang, adding more counters and doing more damage. The land base seems pretty obvious to me, the nonbasic lands ensure that I have the color of mana I need at any given time.
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Proud Member of † The ßrotherhood † We will never die! Last edited by Scouter3000; 07-19-2009 at 11:24 PM. |
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#8 | |||||
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Banned
Join Date: Jul 2008
Location: Nor Cal
Posts: 712
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Re: July 2009 - MDV Deckbuilding Contest! 'He's Almost Triskelion...' [Submission Thr
A touch and go for now, Im just going to post what I can think of right now before I forget. And fix it later.
Ill add writing soon. My Legendary are probly going into the lands. Last edited by Ragnar; 07-17-2009 at 11:02 AM. |
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#9 | |||||
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Mage
Join Date: Sep 2008
Location: Lucus Augusti, Gallaecia, Hispania
Posts: 176
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Re: July 2009 - MDV Deckbuilding Contest! 'He's Almost Triskelion...' [Submission Thr
All right, I wanted to think a bit "out of the box". It's allright that Deathbringer Thoctar can pump itself by sacrificing or killing creatures, but ... how about pumping it by other means? Invigorating Boon will be our vehicle, and Fluctuator will be our engine. This is a deck intended for group playing, let it be Two Heads Giant or any other team play variant; why? You need someone to protect you in the first turns, but after 2 or 3 turns you'll reward them. Let's see the cards: Invigorating Boon: By cycling cards, you'll make GARGANTUANS out of any small creature; don't have to say that if you have two of these ... hell, Tarmogoyf will be a little bunny compared to them. This is for your creatures or for your teammates' ones. Fluctuator: This is your base. Cycling cards for free will make you find your combo very soon, and will transform you into a +1/+1 counter creating machine. Life//Death: With this you'll animate your Thoctar. But we can use the Life part too ... Life from the Loam: Life from the loam + Cycling lands = Brutal drawing engine. Here is your true card advantage. Krosan Tusker: Another way to have card advantage and mana fixing. Lull: A little protection doesn't harm anyone. Nostalgic Dreams: Are you stuck with 3 Thoctars and 2 Fluctuators in your hand? Change them for those cycling cards, or that Life//Death that is in your graveyard! Slice and Dice: Crowd control ... and one more use that will be explained later. Remember: Krosan Tusker and this cycle only for 1 mana with Fluctuator. Exploration: Keep playing those lands without cycling you're drawing. Feldon's Cane: To lose because you have no library is too factible if the game becomes long enought. This fixes it. Volrath's Stronghold: Try this with Viscera Dragger to ensure you'll have a card for cycling. Academy Ruins: You NEED fluctuator; with this, it hurts a lot less if your opponents get rid of it. An now, your ways to finish them! Deathbringer Thoctar: Your main finisher. Animate (or even play) it, and begin to cycle cards. It'll become a BEAST in no time; also, if this is in play, and you play Life and cycle Slice and Dice ... you have no lands, but you'll surely finish your opponents. Viscera Dragger: When your opponents are tapped, unearth it and keep cycling cards. They will be hit by a 10+/10+ with haste in no time. Life: The same as with Viscera Dragger, but with a "little" land attack. Last edited by p-chan; 07-24-2009 at 07:27 AM. |
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Insane Dragon Pyro-Maniac
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Re: July 2009 - MDV Deckbuilding Contest! 'He's Almost Triskelion...' [Submission Thr
My main idea is to just keep making goblins(or Kobolds/Elementals) and just keep "feeding" them to other cards, thus fueling up Deathbringer Thoctar with +1/+1 counters. Why Goblins? Because they are plentiful, crunchy, just plain fun to kill. ![]() For most of the early and mid game, all you'll really be doing is making goblin tokens, and attacking. The deck really turns on when one of the many "hungry customers"(An outlet to sac the goblins) shows up at the "restaurant"(battlefield or suspended in Gargadon's case). But when Deathbringer Thoctar comes in, the all you can eat goblin buffet starts. By the time the "bill comes"(End of the game), you will have one bloody mess on your hands.(Opponents dead carcass) Reasons on card choices Mogg War Marshal, Siege-Gang Commander, Dragon Fodder, Rise of the Hobgoblins, Mogg Alarm, Goblin Assault& Rakdos Guildmage: Each and everyone of these cards can make two or more goblins. And 2 goblins are better then 1. Greater Gargadon, Lyzolda, the Blood Witch, & Siege-Gang Commander: Are my continual sac outlets for the goblins. Kher Keep & Rakka Mar: are the two "random" legendaries in the deck. Of course i would have played Kher Keep anyways, i just love that land. I've loved it since the first time i got to play it. As for Rakka Mar, her token making just fit perfectly in my deck. Bone Splinters: I noticed that other then Lyzolda, the Blood Witch, and Siege-Gang Commander, my deck lacked removal. So I added Bone Splinters. It gives me removal and at the same time sends off one of my goblins to the bin. For a total of two creatures dead. Giving Deathbringer Thoctar two +1/+1 counters. It's win win for me. Lands: They give me mana. Since the deck is mostly red based, i have more red sources then black sources.
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Proud Member of the [League] of Defilement, even if it doesn't exist anymore... Won Awards/Contests, & Titles
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#11 |
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Apprentice
Join Date: Jun 2009
Posts: 8
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Re: July 2009 - MDV Deckbuilding Contest! 'He's Almost Triskelion...' [Submission Thr
Their's a wildfire near the city, and we're on evacuation alert. Seeing as I don't have time at the moment to build/post a list, I'm saving a 'deck spot'.
Haakon + Ashes of the Fallen + Kobolds + Thoctar |
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#12 | |||||
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Wizard Adept
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Re: July 2009 - MDV Deckbuilding Contest! 'He's Almost Triskelion...' [Submission Thr
Deck description: The design of this deck is to combine the powerful Deathbringer Thoctor with the powerful combo of Thopter Foundry, Sword of the Meek, and Time Sieve. This particular combo allows the player to make a 1/1 blue Thoptor, sacrificing the Sword of the Meek to do it. The Sword then comes back to equip the new thopter and do it again. The Time Sieve then works to sacrifice 5 of these tokens to take another turn. Since the tokens are still heading to the graveyard with the sacrifice, the thoctor's ability also triggers. Plus, your gaining one life for every thoptor you make with the combo. Other cards include: Gutless Ghoul This lovely little zombie allows you to sacrifice other creatures to gain 2 life. Works well with the Deathbringer ability. man-o-war, Bone Shredder, and Shriekmaw: These creatures destroy or bounce other creatures when they come in to play. Legend: Lord of Tresserhorm: a 10/4 beatstick that eats two creatures when he comes in. More thoctor counters!!! Legend: Thraximundar This mythic justs keeps forcing sacrifices from your opponent and getting bigger for the sacrifices. Attrition and Grave Pact : This combo allows you to get rid of most annoying creatures while forcing your opponent to lose even more creatures. A 2 for 1 for the Deathbringer goodness. Oversold Cemetary: Creatures come back for more. Nuff said!
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Last edited by omegaprime9774; 07-19-2009 at 05:28 PM. Reason: misspellings. |
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#13 | |||||
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Apprentice
Join Date: Jun 2009
Posts: 16
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Sacrificial Offering
Legends Thraximundar and Balthor The Defiled Combos Death Baron + Deathbringer Thoctar = Kill Lots of Creatures Deathbringer Thoctar or Carrion Feeder or Thraximundar +Elemental Mastery + Sac outlet (Carrion Feeder or Phryexian Altar) = Really Big Creature and Lots of Little Tokens (I had originally intended to use Scarland Thrinax instead of Carrion Feeder, but it didn't fit the zombie theme) Add Grave Pact to the last combo = Really Big Creature, Lots of Little Tokens, and Your Opponent Sacrifices Their Creatures Overview Early game gets your Carrion Feeder and Festering Goblin onto the field or just Dark Ritual into a Death Baron. Death Baron gives all of your zombies +1/+1 and deathtouch. You want to set up your combo by getting an Elemental Mastery on either your Carrion Feeder, Thraximundar, or Deathbringer Thoctar. You tap the creature with Elemental Mastery on it to add X elemental creature tokens to the battlefield. Then you sac those tokens to either your Carrion Feeder or your Phyrexian Altar. Then your Carrion Feeder, Thraximundar, or Deathbringer Thoctar will get X+1/+1 counters where X is the number of creatures sacrificed this way. Phyrexian Altar works well as both a sac outlet and a much quicker way to get out your big finishers and combo pieces, especially now that M10 got rid of mana burn. Grave Pact works well with all the sacrificing that you do. It basically clears away your opponent's creatures unless they have some sort of infinite creature combo and helps to pump up your Thraximundar and Deathbringer Thoctar. The finish is to basically either attack with a giant Deathbringer Thoctar or remove its +1/+1 counters for direct damage for the kill, or any combination of the two. Also, since your Deathbringer Thoctar has deathtouch from your Death Baron, it has remove +1/+1 counter, destroy target creature, add +1/+1 counter, repeat. This allows you to wipe out all of your opponent's creatures and any creatures that they play later on at instant speed, for basically free. Strangely enough this is a zombie deck that doesn't really play recursion, so I had to include Balthor the Defiled just to keep the undead happy. Ashling, The Extinguisher fits the general idea of the deck better, but it's not a zombie. Besides, I have plenty of Creature Killers in this deck already. Last edited by Goldenboy; 07-21-2009 at 04:17 PM. Reason: +1 Thraximundar, -1 Swamp |
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#14 | |||||
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Apprentice
Join Date: Jul 2009
Posts: 6
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Death Fire Thoctar
Deck description: There are 2 fun ways to use this deck. The first scenario is to equip Quietus Spike to Deathbringer Thoctar. Presuming that the Thoctar already has for at least one +1/+1 counter, you can sweep and fire all the creature your opponents control. Because the Thoctar damage is now have deathtouch effect, the creature will go directly to graveyard and it will get another +1/+1 counter. The last blow is to have Thoctar do combat damage to your opponents, and... he got to lose another half after the real damage by Thoctar's power, unless they have flash creatures or instant anti creature spell. The second scenario is to put a huge counter on the Thoctar using Fate Transfer. Imagine this scenario: you have 1 Sprouting Thrinax, 1 Scarland Thrinax, and 2 Goblin Assault and the Thoctar itself in the battlefield. At the beginning of your upkeep, you will have 2 goblin token. And then, sacrifice Sprouting to get 3 Saproling token using Scarland. Scarland and Thoctar get +1/+1 counter. Now cast Thunder Thrash Elder and devour all the token which will make the Elder gain 15 +1/+1 counter! When the Elder devour 5 counter, the Thoctar will also gain 5 +1/+1 counter! Let the Elder do the combat, and then you can cast Fate Transfer to the Thoctar. That would make your Thoctar get 21 +1/+1 counter this turn! Fire them using Soul's Fire and the Thoctar's ability, it will make your opponents suffer for at least 45 damage! The rest of the spell, is to replace in case something interfere with 2nd scenario and to make sure your opponent's creatures is not roaming freely. The anti-creature spell is just to clean your opponents creatures. If you control a token, use Yoke of The Damned and Bone Splinter, and if the Thoctar is in the battlefield, congratulation, you just got yourself 3 +1/+1 counter. If you don't control a token, use Terminate and the Yoke spell. Rakka Mar is to substitute Goblin Assault in case something happened to it, so you can still produce token for your Elder to devour. Or if the Elder is not coming to your hand, you can still sacrifice your tokens for your Scarland. If you can cast Bloodhall Ooze along with either Sprouting or Scarland, it can also replacing Elder to give counter using Fate to your Thoctar. Because each upkeep, it will grow and gain 2 +1/+1 counter. Ashling the Extinguisher is functioning ONLY IF your Thoctar is in the battlefield. Last edited by Lockstar; 07-21-2009 at 01:15 AM. Reason: Spelling ^^, sorry for my English |
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Mage
Join Date: Apr 2008
Posts: 105
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Re: July 2009 - MDV Deckbuilding Contest! 'He's Almost Triskelion...' [Submission Thr
so i dont normally build decks but what the hey...
so heres the down low: Mercy killings goes fantastical well with old dt. You can kill an opponents best biggest baddest creature (which puts a +1/+1 counter on dt if he didnt have one already) and then ping off all of the 1/1 elf critters that come to the party with mercy killings. Then if you have either: dingus staff, they will take two damage for each dead crit; Earthlink, they lose a land for each dead crit; or bereavement (those elves just happen to be green) they discard. Toshiro helps to recur that mercy killing and you could spare an elf untill you next untap step, have thocter (or sharpshooter who furfills the same function as dt) kill it and you have your mercy killing back with the mana to play it, the same is true for the lightning bolts and rain of embers (incase those pesky 1/1's we're giving out start to overrun us.) Hunted troll and forbidden orchard: help put more 1/1's on the opponents side of the field ready to be fed to dt or sharpshooter. Kiki-Jiki: not only combo's with the hunted troll to put even more 1/1's into play for the killing but if you copy d/t you could take out a *gasp* 2/2. and the honorable second mention to the dingus staff, earthlink and bereavement for being the win conditions as dt merks all of your opponents 1/1's. Last edited by kingez36@hotmail.co.uk; 07-20-2009 at 11:29 AM. |
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| Tags |
| deathbringer thoctar, deckbuilding contest, submission thread, triskelion |
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