New historic deck concept - from Gold to Mythic #100 in 3 days
Hi All!
I mainly enjoy MTG fore the deck building aspect. If I encounter other players doing a similar thing, I tend to loose interest and quickly move on to the next idea. For me, the challenge lies in finding an original idea and see how far i can take it, even if it is a bit silly or non-competitive.
My latest deck has been the most successful yet, and I just had the first encounter with a player who pretty much copied the whole thing (imitation is the sincerest form of flattery!). So just in case this deck becomes a thing (it probably won't..), I thought I would post it here just for the record. Also excited to hear all of your thoughts and get some feedback. I am sure there is room for optimization :-)
Creature spells: (16)
x4 Goblin Anarchomancer
x4 Young Pyromancer
x4 Chatterfang, Squirrel General
x4 Devilish Valet
Non-creature spells: (22)
x4 Song of Freyalise
x4 Forbidden Friendship
x4 Saproling Migration
x4 Chatterstorm
x4 Scale Up
x2 Domri, Anarch of Bolas
Lands: (22)
x4 Temple of Abandon
x4 Stomping Ground
x4 Cragcrown Pathway
x4 Khalni Garden
x4 Mountain
x1 Boseiju, Who Endures
x1 Sokenzan, Crucible of Defiance
Win conditions:
I generally win games on turn 4. 50% of the time by releasing a bunch of tokens, pumping Devilish Valet's power to 32 or more. 30% of the time by using Scale Up with Overload, converting 4-8 creatures to 6/4's and swinging.
Mana ramp:
Goblin Anarchomancer combined with Song of Freyalise. When both are out I can generally empty my hand on turn 3. With a few creatures out in advance, Song of Freyalise is basically a "free" cast, with insane mana ramp on the subsequent turn. Domri can also help here.
Token engine:
Chatterfang combined with Young Pyromancer enables crazy token generation. If both are out, casting Forbidden friendship will generate 6 tokens, which can pump Devilish Valet's Power from 1 to 64.
Khalni Garden:
You don't see this card used often, but I love it here. Synergises with Song of Freyalise, as the plant token can be used for mana generation. Synergises with Chatterfang, as the plan token triggers a squirrel token to generate. Synergises with Devilish Valet as it causes his power to double. Having the land enter tapped is less of an issue in this deck, as there are no turn 1 plays.
Other ways to win:
About 20% of wins are without Devilish Valet or Overloaded Scale up. Basically just overwhelming the opponent with tokens. Domri and/or stage 3 Song of Freylise is generally needed to make the tokens sufficiently lethal.
Interaction and removal:
Very limited unfortunately. Main weakness of this deck. On a rare occasion, Boseiju can be used to take down an enchantment or artifact. Domri's "fight" ability can also be useful useful from time to time. With Song of Freyalise out to generate black mana, Chatterfang can be used for removal by sacrificing squirrels.
That's it! What do you guys think?
I have already experimented with inclusion of Seasoned Pyromancer, but don't think it worked that well, as he doesn't trigger Young Pyromancer like the token generating sorceries do. Mainly, I am missing some interaction and removal. I think this would make the deck more fun to play, and hopefully better as well. Any ideas in this area?
Posted May 4, 2022, 1:49 AM UTC · edited