Sideboard

Enchantment (1)

Sorcery (1)


Maybeboard


The basic gameplan of the deck is to use low power creatures that dodge the effects of cards like Meekstone and make them unblockable with cards like Break Through the Line, then pump them with firebreathing effects like Moonveil Dragon, Captive Flame, and Ghitu War Cry. The main wincon is Infect, but due to the nature of the deck, commander damage, burn, and good old fashioned combat damage all work as viable backup plans.

Mannichi, the Fevered Dream itself is primarily used for pillowfort tech and removal. By swapping the power and toughness of your high power creatures (especially after being buffed with firebreathing effects) you can make them big enough to survive some considerable hits. First strike and Double strike further augment the usefulness of this trick, as you can deal damage with your buffed power, then swap before regular combat damage occurs so that you can take damage with your larger stat. Furthermore, if you are dealing with a creature with a much lower power than toughness, you can deal damage then swap power and toughness so that the marked damage is enough to outright kill that creature. As for removal, red is limited in effects of this sort, but Belbe's Armor, Island of Wak-Wak, and Staff of Zegon can outright kill creatures when combined with Mannichi!

The main advantage that the deck has is that it is very hard for opponents that aren't familiar with the deck to accurately asses the strength of its boardstate. Most of the potential of the deck lies in activated abilities, so even with a seemingly sparse boardstate, the deck can have the potential to come out of nowhere and swing for lethal. However, as a trade off that means that the deck has considerable difficulty protecting itself if multiple players are going after you, as most of its defensive power relies on having enough mana.

A few notes on piloting the deck:

-1). The reliance on firebreathing for both offense and defensive purposes means that the deck is extremely hungry for red mana. As such, cards like Caged Sun, Gauntlet of Power, and Gauntlet of Might are near essential for multiplayer games. However, the added effect of giving your red creatures +1/+1 makes them large enough that cards like Meekstone start coming back to haunt you, and useful tech like Break Through the Line stops being useful. Because of that Core Prowler, Corpse Cur, Plague Myr, Silent Arbiter, and Inkmoth Nexus, all play a large role in getting the deck to work. This is especially true if you want to run budget builds, as you will likely have to rely on cards like Goblin Tunneler, Dwarven Nomad, Dwarven Warriors, Hearth Charm, Pathmaker Initiate, Runed Arch, Tawnos's Wand, and Subterranean Scout.

-2). The deck has to potential to swing for lethal damage very quickly, but its limited defensive ability means that against multiple opponents it is often more advantageous to wait for a bit rather than start immediately taking players out of the game the instant you have the ability to do so. The decks difficult to read board makes it easy to go unnoticed, so bide your time, and aim for sudden assassination style kills.

-3). There are several infinite combos in the deck, but you don't really need them to win. Honestly the deck usually either wins or loses before it even has the chance to put them together! Basalt Monolith + Rings of Brighthearth produces infinite colorless mana you can put through Burn from Within, Staff of Domination, or Steel Hellkite. Clock of Omens + Candelabra of Tawnos + Darksteel Citadel + Great Furnace produces infinite mana when paired with any land that can produce two or more mana (such as Temple of the False God or a Snow-Covered Mountain with Caged Sun or a similar effect). Once you have infinite mana, you can use Basalt Monolith or Staff of Domination combined with Clock of Omens + Rings of Brighthearth to untap any artifacts and arbitrary number of times, allowing for infinite uses of Planar Portal, Belbe's Armor, Journeyer's Kite, Key to the City (assuming you have a ton of cards in hand), and Staff of Zegon. Keep in mind that if you are doing a budget build and cut out Candelabra of Tawnos, Darksteel Citadel and Great Furnace are actually less useful to you than more Snow-Covered Mountain!

-4). Smoke, Meekstone, and Mudslide work best when you cast them after an opponent has swung out with most of their board, although they also do particularly good work when paired with War's Toll to disincentivize attacks, or Urabrask the Hidden to slow down creature heavy decks.

-5). Ogre Menial is arguably more useful to the deck than Mannichi, the Fevered Dream! Infect and firebreathing on a creature you can tutor with Imperial Recruiter, swap into a 4/1 with Mannichi and 3 mana, and still use to take advantage of Break Through the Line and Meekstone even with a few Gauntlet of Might effects on the field makes it useful in almost any scenario. Endbringer and Silent Arbiter are really the only creatures in the deck that even compare to the level of utility Ogre Menial has in this deck.

Suggestions

Updates Add

Comments

Date added 8 years
Last updated 7 months
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

40 - 1 Rares

25 - 2 Uncommons

15 - 1 Commons

Cards 100
Avg. CMC 3.64
Tokens City's Blessing, Copy Clone, Dungeon: Dungeon of the Mad Mage, Dungeon: Lost Mine of Phandelver, Dungeon: Tomb of Annihilation, Goat 0/1 W, Goblin 1/1 R, Kobolds of Kher Keep 0/1 R, Replicated Ring, Skeleton 1/1 B, The Atropal, Treasure
Folders Cool decks, Baller decks for doing baller shit, Shit I need to make, Decks that give me life, Decks I Will Build, Foreign Jazz
Votes
Ignored suggestions
Shared with
Views