MinscAndBoo says... #2
That combo is insane, but it requires the double-strike to work; otherwise the tap/untap doesn't do a lot for you. I could see building around it with lots of double-strikers, though...
May 13, 2013 11:26 a.m.
Codeboy3423 says... #4
Um the second win condition picture is 11/5..not 10/5. : /
May 13, 2013 6:55 p.m.
MinscAndBoo says... #5
Correct you are, but I'm too lazy to remake the meme :)
May 13, 2013 6:56 p.m.
I think that you could achieve greater consistency with Tracker's Instincts . This also works pretty well with Artful Dodge .
May 13, 2013 9:12 p.m.
LordOfMishap says... #9
Turn 2: Land, Krenko's Command , swing for 2? You meant 1, right? The two 1/1 goblins have summoning sickness... This is an amazing deck! I would +2 if I could. Nice work.
May 14, 2013 3:36 p.m.
MinscAndBoo says... #10
@lordofmishap1982 Thanks! That 2 damage comes from the turn-1 Blistercoil Weird who's now 2/2 from the casting of Krenko's Command .
May 14, 2013 3:43 p.m.
LordOfMishap says... #11
I caught that after another look, lol! Its a real fun concept, only a few adjustments needed for consistency. I'm gonna try a couple things, I'll let you know if I find something that helps.
May 14, 2013 4:19 p.m.
1x Revenge of the Hunted 1x Talrand's Invocation 1x Ghostform
Out
In
3x Fluxcharger
It's nuts with armed and blocks like a boss.
Maybe Simic Charm is better then Wild Hunger as this deck does not like single target removal. You lose trample but you gain 2+ toughness and can give hexproof in a pitch.
May 15, 2013 7:37 a.m.
MinscAndBoo says... #14
You make a good argument for Fluxcharger , and he may yet find a home here. For now I'm keeping those three cards you mentioned because they enable Nivix Cyclops and are cheapened by Goblin Electromancer .
Wild Hunger is not a popular card, but it fits this deck like a glove. The flashback keeps my pressure on even if I only draw one. With an Electromancer on the board, it gets crazy fast. The trample is critical as well especially with Wild Defiance .
Considered hexproof-givers, but ended up putting hexproof guys in my sideboard so that I can keep my instants and sorceries either making creatures, or pumping them significantly. Imagine game 2 after they bring in all their targeted kill and they're staring down Invisible Stalker with Increasing Savagery . Tee hee!
May 15, 2013 10:59 a.m.
You need a way to protect the Cyclops. Without something like Ranger's Guile , it's just a Kiln Fiend that is way easier to stop.
May 15, 2013 1:58 p.m.
hello. this deck is very interesting. i wonder tho what do you do when you don't have a perfect opening hand (even with a couple of mulligan) and you can't kill your opponent before turn 5-6? i don't see any removal in your deck and only few creatures... how do you deal with longer lasting games?
May 15, 2013 4:29 p.m.
Wondernuts says... #19
+1 on the deck!
In my 6-7 playtests it was consistently land-heavy, maybe back that down to 22 or 23? And I agree with previous suggestions that both Izzet Charm and Simic Charm could offer some needed flexibility. And what about Rancor ?
May 15, 2013 11:55 p.m.
Wondernuts says... #20
Oh yeah, and Feral Animist could be a brutal bruiser midgame.
May 16, 2013 midnight
MinscAndBoo says... #21
It's working now? Nice! Thanks for giving it a try RZT. Haven't taken it out to my shop yet.
@Wondernuts Thanks--you may be right about too much land, I just worry about getting color hosed. Maybe should cut a land though.
Thought about those charms, just hard to make room for 'em.
Animist/Rancor is indeed insane, I want to build a deck around just that :D
May 16, 2013 12:56 p.m.
MinscAndBoo says... #22
There, cut a Rootbound Crag for another Flames of the Firebrand .
May 16, 2013 12:58 p.m.
Altus22000 says... #24
I actually play a really similar deck, just with Charmbreaker Devils if they hold on to the late game. Wild Defiance makes for an awesome combo deck.
Wike900 says... #1
Isn't Giant Growth usually better than Wild Hunger ? I don't see the flashback being very relevant.
Maybe Hidden Strings and Flesh / Blood for the T2 win? I believe it is T1 Weird T2 Hidden Strings into Armed Into Giant Growth into Blood is the combo.
http://tappedout.net/mtg-decks/hidden-swings-turn-2-win/
May 13, 2013 11:07 a.m.