I have been brewing Living Lore since its inception in standard and I love the way it works in my decks. In fact, the first deck that I brewed for it made a good success in our local stores around Hampton Roads area.
Standard* usurphling
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Now in Frontier Format, I will attempt to make this deck great again by surprising our opponents still in Temur colors. Since The format is still fresh, we don't know what will be the metagame so we just surprise them by bringing Living Lores in the format. Imagine a moving history book brings the biggest spells of the format and smash its opponents. Sure, netdeckers will be surprise on its power...(no offense to them but please don't take it seriously lol)
Again, if you don't know how Living Lore shenanigans work, press the spoiler button below:
How does Living Lore works? Show
In order to make it effective in the battlefield, you need to exile an instant or sorcery preferably the big ones. Also, it needs to deal combat damage to make it trigger its ability...
...but wait, this is where the tricky part. The good thing about it is it only needs to DEAL COMBAT DAMAGE not necessary to deal it with a player. The bad thing about it is it needs to SURVIVE COMBAT before it does its trigger which is to sacrifice it and cast the exiled spell w/o paying its mana cost. Also, you will receive any combat damage that you will have and cast the exiled spell at the same time.
Let's cite some examples:
Scenario 1: One on one Living Lore with Treasure Cruise
- Living Lore attacks with a 8/8 exiled Treasure Cruise
- Opponent blocks it with a 4/5 Siege Rhino.
- both creatures dealt combat damage, rhino dies, Living Lore lives.
- Living Lore can sacrifice itself and cast Treasure Cruise
Scenario 2: One on one Living Lore with Languish
- Living Lore attacks with a 4/4 exiled Languish
- Opponent blocks it with a 4/5 siege rhino.
- both creatures dealt combat damage, Living Lore dies, rhino lives.
- Living Lore cannot sacrifice itself since its already in the graveyard to do its triggered ability.
Scenario 3: Two on one Living Lore with Crux of Fate
- Opponent attacks with a 3/2 megamorphed Den Protector and a 4/5 Siege Rhino
- You blocked den protector with your 5/5 Living Lore with Crux of Fate.
- all creatures dealt combat damage, den protector dies, Living Lore lives, Rhino dealt combat damage.
- Living Lore can sacrifice itself and cast Crux of Fate. You had just wiped the board but you will still receive combat damage from the rhino.
So now that you know the interactions with Living Lore, I'll do a breakdown of the "big" spells that I included in this color combination:
Temporal Trespass - The biggest, the baddest and the best spell in my opinion. An extra turn is always nice specially when Living Lore has it with an 11/11 body.
See the Unwritten - the best creature fetching spell in this deck. You can usually get two creatures based on our creatures in this deck since most of our creatures have power of 4 or greater. With Living Lore, you can get another round of creatures again.
Chandra's Ignition - a potential boardwipe and a finisher. Imagine casting it to a 11/11 Living Lore and finish the game.
Nissa's Renewal - This card is very good in catching up mid-late game matches and also it gives you an enormous lifegain which is what this deck needs. With Living Lore, you can have a lot of mana to cast your remaining cards in hand and you can also cast big spells in no time.
Treasure Cruise - I am torn between this card and Dig Through Time. While the latter is an instant and you will get the cards that you want, the former will give you three cards guaranteed and its easier to cast because of . For now, I'll put two copies in this deck and as always, you can swap it with Dig Through Time depends on your preference.
Volcanic Vision
- this is my only legit boardwipe to my opponents. With Living Lore, you can cast it earlier and at least catch up with your opponents.
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The creatures:
Elvish Mystic and Rattleclaw Mystic are your early game ramp spell.
Satyr Wayfinder - your card digging and enabling spell. IT helps you place the big spells in the graveyard for Living Lore's target as well as digging for lands that you need.
Sin Prodder
- Living Lore's new partner in crime and the reason of this deck. He gives you either card advantage or make your spells a potentially big fireball. His menace ability is just a bonus.
Savage Knuckleblade - Temur's staple creature! It is another flexible big creature that gives more pressure to your opponents.
Combustible Gearhulk - it is another big body that can either give you card advantage or can potentially deal more than 10 damage thanks to your big spells. First strike is a bonus.
Greenwarden of Murasa - it is another big body that can pick up some cards from your graveyard. If in case it is not enough from you, you can always swap it for Seasons Past which living lore can target too.
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Other Spells:
Traverse the Ulvenwald - it is your land and card searching in this deck. The rest of it is self explanatory.
Tormenting Voice - a very good card filtering for living lores to be exiled or discarding your excess lands.
Grapple with the Past
- another card digging and enabling spell for Living Lores and those creatures and lands that you need.
Lightning Bolt - just your early game spell for small aggro guys, nothing fancy.
Arlinn Kord
- the only pure planeswalker in this deck that gives your guys haste, a free lightning bolt, a blocker and a glorious anthem. This is also very good with Living Lore to give it haste and cast its exiled spell.
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The sideboards:
UNDER CONSTRUCTION - wait until the metagame has been established
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Well this is it for now. I need to think of good SB cards for this deck. As always, a +1 upvote, comments, suggestions and constructive criticisms are always welcome.
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For more shenanigan decks I have you may click any of the links below:
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