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FEEL FREE TO ADD ME ON ARENA: ApolloPaladin#83413

~~THIS DECK HAS (SO FAR) ACHIEVED PLATINUM RANKING FOR ME IN RANKED HISTORIC~~

I LOVE THIS DECK! I struggle to see it ever not being my favorite (for some reasons that are touched on a little below with everything else) As always, Comments/Suggestions/Upvotes/Input is always appreciated!

DESCRIPTION:

  • I built this deck on MTG: Arena because I've been a massive fan of Torment of Hailfire ever since it was first printed, and now that I've managed to snag a copy (and thus Wildcard 3 more) on Arena now too, I wanted to build a deck with giant early (relative) Torment drops as a primary win condition. Fynn went and got himself printed and now he's got his fickle little fingers weaving through this deck as well, which is nice for all the Lifegain decks that still seem to kick around for some reason. (More on him below)

  • The idea of this deck is to throw out mana-producing creatures and Deathtouch creatures (as deterrents) in order to lay down massive Torment of Hailfire plays as early as possible.

  • The deck has been working remarkably well overall. Torment is great for dealing with any threats including those with Hexproof and/or Indestructible, and 4 copies means I can usually count on doing it more than once per game. Early-on it's less of a crusher due to the opponent having a choice, but combined with the rest of this build it's proven to be a deadly finisher.

  • The Deathtouch creatures and target destroy options do fairly well at keeping large early threats at bay until a big Torment can come out.

  • The combo of tossing Snakeskin Veil onto Incubation Druid has been working remarkably well at giving me a large mana base early on; that's a possibility of 5 mana on Turn 3 (6 if a 3rd land is played). I was previously using Vastwood Fortification   for this, but the new Kaldheim version is just doubly beautiful since it doubles as creature protection for my mana-generators as well (Paradise Druid rarely needs one, since I try to just leave them Hex'd until a big Torment drop (after which point it doesn't matter so much). The land-play option off Vastwood was NEVER an option really, since pulling off this combo is a key feature of generating large Torment plays early-on, but at the same time I don't really want to devote too much of the deck to it either since there are limited options for Black/Green for keeping creatures alive in the first place. He's more meant to be (extremely heavy) icing on the cake for the Torment combo/play.

  • I took advantage of all the Deathtouch that already existed in this deck for Golgari-synergy creatures and tossed Fynn, the Fangbearer into the build. He's low-mana as it is, and therefore I can easily fish him out with Fiend Artisan if need be. I'm on the fence calling him a primary win condition even in this build; truthfully the Fiend Artisans were in there to originally to fish out Incubation Druid in order to generate as much mana as possible early-on. I don't see a real reason to run 4 copies of him here despite him having amazing synergy with the rest of the deck. After all, he's a Legend & so I don't generally want to sit on multiple copies of him (not when I can fish another one back out later on especially).

  • One notable addition that's proven invaluable for Arena play (but wouldn't be so much if this was a physical deck in Legacy format instead of Historic on Arena) is Return to Nature, not only because of the current relevance of various Enchantment/Artifacts, but primarily because it's a great way to get rid of things like an early Uro, Titan of Nature's Wrath or Kroxa, Titan of Death's Hunger from an opponent's graveyard. (Both of which are extremely common to run up against in Historic matches) - and also those silly sacrifice decks (a.k.a. Cat Ovens).

  • Little sidebar here, I've been having an amazing amount of fun with this build; particularly because it has far surpassed anything I'd ever manage to create in a real-life physical deck with my Torment of Hailfires. There is no way on earth I'd drop the amount of cash I'd need to duplicate this in real life (the dual lands alone - pssh), so needless to say it's been an exciting creation process & evolution.

Suggestions

Updates Add

I pulled a Throne of the God-Pharaoh so I decided to add in a couple copies to complement with all of the mana-tap creatures and make big Torment of Hailfire plays even nastier. So far it's been working pretty well.

Comments

90% Casual

Competitive

Revision 2 See all

(3 years ago)

-1 Assassin's Trophy main
-2 Castle Locthwain main
+4 Darkbore Pathway  Flip main
-2 Fabled Passage main
+3 Fiend Artisan main
+1 Forest main
-4 Foulmire Knight main
+3 Fynn, the Fangbearer main
-1 Paradise Druid main
-2 Primal Might main
+4 Snakeskin Veil main
-1 Swamp main
-2 Throne of the God-Pharaoh main
+2 Typhoid Rats main
+1 Vampire of the Dire Moon main
Date added 3 years
Last updated 3 years
Legality

This deck is Historic legal.

Rarity (main - side)

6 - 0 Mythic Rares

25 - 0 Rares

17 - 0 Uncommons

6 - 3 Commons

Cards 60
Avg. CMC 1.93
Folders Green
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