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Tibalt, the Bloody-Minded

Modern Blue Moon Burn UR (Izzet)

spacetear


Sideboard


Maybeboard

Instant (2)

Creature (1)


Like many fans of the first Innistrad block, I have always wanted Tibalt to find his rightful place as a useful planeswalker. The ONLY 2 CMC walker EVER...and he's a motley bunch of effects that might be useful individually, but have nothing to do with each other. What cards to you use this guy with? Reanimate? Flashback/Madness/other graveyard abuse? Draw/Discard? 'Cruel' control?

So, I decided to focus on his second effect. The first is a poor man's loot with waaay too many options for deck strategies that might work if you're lucky. The third takes too long (Tibalt is fragile) and depends too much on your opponent's deck 1)having creatures 2)that you want 3)on the field on your turn. The second effect takes 2 turns to activate and has a very specific effect. So, let's load up their hand and make 'em suffer for it.

The Draw/Burn Win-Cons

  • Runeflare Trap - the exact effect the deck is built around, and with all the draw in here, only one !
  • Cerebral Vortex- a similar effect to the one that the deck is based on.
  • Fevered Visions- Spiteful Visions tends to be pretty standard for forcefeeding decks. But given the draw abilities of this deck, having 4 cards in the opponent's hand is a near constant. Plus Fevered Visions is 1 CMC cheaper, will not kill you accidentally, and gives the opponent less chance to make use of the card drawn since it happens during the end step. Thank You, Shadows over Innistrad!
  • Kederekt Parasite - they draw, they hurt.

The Blue Moon Package

This deck went through several iterations before I took a look at the Blue Moon archetype, and it just made sense. At first, I wanted to model a Rakdos control/RedDeckWins -type thing. But, by making your opponent draw all their threats, this deck simply cannot win with tempo by design. So control is a must. Plus, once Blood Moon hits the board and your opponent can't play anything (hopefully!), that compounds the damage-per-card-in-hand that can be done by even a single spell or effect. Remand, Vapor Snag, and Lightning Bolt (of which the first two fit nicely with loading their hand up!) are the shields of choice and others in the sideboard/still being considered for mainboard.

The Support Staff

  • Goblin Electromancer- this deck depends on a lot of instants and sorceries, and this guy enables multiple to be played in a single turn before the opponent has a chance to empty their hand.
  • Vision Skeins - This needs to be played intelligently or else you'll just hand your opponent a win. On the other hand, you can also load their hand and draw your own win! Compensates for a lack of Blue Moon draw, specifically Serum Visions.
  • Quest for Pure Flame- definitely a finisher used in conjunction with any of the big players. With a creature or enchantment pinging each turn, getting quest counters shouldn't be an issue.

Competitive or not, Tibalt, the Fiend-Blooded deserves a home, and I think this is a good one. Suggestions are welcomed!

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More lessons! And outside help!

I actually got some interest and spectators this week, who offered suggestions and advice after the gaming was finished. The main outcome was consolidation and streamlining. The deck is again UR only. Blue Moon is still there, but rather than balancing between ping damage AND large single spells, this has become Blue Moon Burn essentially. Pings are mostly gone except for Fevered Visions, and without pings, Quest for Pure Flame is removed. Direct damage cards are increased: 4 Runeflare Traps, 3 Browbeats, and 4 Lightning Bolts. Browbeat is beating out Cerebral Vortex for the moment due to damage type (direct, rather than per draw) and potential utility, but that may change after more testing. Vision Skeins, surprisingly, is still good! Activates Runeflare, provides additional draw, increases Vortex's damage, etc. Control aspects have been added or maxed: 4 Unsubstantiates AND 3 Remands, and 4 Anger of the Gods's added to the sideboard. I had Thing in the Ice  Flip suggested to me, and a waffled back and forth for a bit before realizing that if my opponent happens to hexproof him-/herself with a certain pesky Leyline, I would have zero win cons. So, 4 creatures were added.

Comments

Date added 8 years
Last updated 7 years
Legality

This deck is Modern legal.

Rarity (main - side)

2 - 1 Mythic Rares

23 - 7 Rares

18 - 0 Uncommons

6 - 7 Commons

Cards 60
Avg. CMC 2.54
Folders Liked Decks, Tibalt Stuff
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