Dienstag, 31. März 2015

Brainstorming Commanders #5: Tarkir Mechanics (Part 2)

                 Dash

If we count all the cards that have said keyword printed on them, we get 18 cards, not a bad start... Even though there are probably some cards among those that we won't play. But that's a worry the guy will have to face who acutally builds the deck... we're only here to draw three cards and then put back two from our hand if you know what I mean. The cards that dash out the most (see what I did there?) are:

Ambuscade ShamanWarbringerFlamerush RiderMardu Strike Leader

While the first two bad boys will make turns where you dash out creatures really explosive and have a comboey feeling, the later two offer quite some value.

Additionally we can add some more raw power for our dashing creatures:

Boltwing MarauderOgre BattledriverPrimal ForcemageGoldnight Commander

So while both green and white can grant extra explosiveness, the Mardu-colors don't really offer a fitting commander in my opinion. But more on that later. There are even more cards that support a hyper-aggresive dash-themed deck:

Soul of the HarvestWarstorm SurgePurphoros, God of the ForgeSwift Warkite

Not only we can squeeze out even more damage, but draw extra cards or use enter the battlefield effetcs multiple times. Even in a stall, having a Soul in play while casting two Dash-creatures each turn without attacking will most likely get you far enough ahead to break the stall. Same goes for Purphoros and Warstorm Surge, in fact with those in play you won't even have to break anything since you'll just have burn-spells with buyback in your hand. In terms of utility, once again green wins over white, but if you're not yet convinced...

Prossh, Skyraider of Kher

... how about this a Commander for the deck? Ogre Battledriver? Yes, please! Warstorm Surge plus anything that pumps on entering the battlefield? Most definitely! Purphoros? Even yesser!
He's just everything the deck wants... He can generate a bunch of good chump blockers while you get aggressive with your dash creatures, he comboes well with all the cards that you want to play when building around Dash, he's a threat of his own which is always good to have as a commander AND he offers all the colors we'd want. 

But wait, did you think that's all the deck has to offer? Here comes the punch line:

Crux of FateDamnationInfernoStarstorm

Did I mention that we're using Dash creatures? So while we're a really aggressive deck, our threats aren't exposed to any sorcery speed (mass)removal our opponents play or any instant speed mass removal we play ourselfs. So end of turn Starstorm, sweeping the whole board, untap play one or two dash creatures and go to the face. Also you can Damnation, then dash the creatures and attack. Bottomline: You can and should play a whole lot of massremoval just because it is a good way to clear away potential blockers while also protecing you against a backswing...
That's probably the reason that tempts me the most to actually build the deck, since in a format where people rely more on slow mass-removal than on spot-removal, having threats that aren't exposed to 95% of these answers is fairly strong even if those threats aren't as dangerous as that Rafiq of the Many for example.

The rest of the deck is up to you, but basically filling up the deck with some ramp, artifact and enchantment removal as well as card draw should do the trick. And cards that synergize with the dash-support cards of course like Avenger of Zendikar, etc... Then about 38-40 lands and you're set.

I hope you liked the second part. I sure had a lot of fun thinking about all the sick turns that could be possible with this deck.

See you people around!

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