General Archetypes you'd never play

So I was inspired by the name of this thread to talk about archetypes you would never want to play. Even though the point of that thread was to discuss archetypes WOTC hasn't supported (or might never support), the name sounded like a discussion of archetypes people would never play in their own cubes. I thought this was an interesting conversation worth having, so I thought I would start a thread on the archetypes you would never want to play (or would not want to play until WOTC prints some more interesting support pieces).

For me, I am really not a fan of "archetypes" built around hyper-specific single cards that act as a key piece to win the game but don't actually close out the game by themselves:


My issue with these cards isn't the idea that they aren't powerful, and it isn't because they cost a lot of mana to play. Even though none of these cards can win the game unaided, almost all of them can create game states that are effectively unwinnable for the opponent. The issues with archetypes based around these cards, in my view, are threefold:
1: They tend to lead to un-fun, low agency, drawn-out games.
2 They tend to not have enough pieces to allow for a reasonable level of consistency
3: They tend to feel "gimmicky" even when properly assembled.

Now, I know "un-fun" and "feel gimmicky" are subjective terms, but I will try to explain in more concrete detail.

First, archetypes like Wildfire, Upheaval, and Opposition lead to game states where the opponent is severely limited in options as to what they can do. Blowing up some number of lands, tapping down the opponent's entire board, or just returning everything to everyone's hand. The problem? This doesn't actually end the game! A random threat has to survive the Wildfire, or enough excess mana needs to be produced to re-build after the Upheaval in order to even advance the game beyond the new screwed-up position. If there is no ability of the player casting one of these spells to actually win, all they will have effectively done is extend the game.

Second, these archetypes require tons of specific support to enable, but they rely on one or two hyper-specific, borderline irreplaceable parts. An Opposition really needs the namesake card in order to function optimally, but it also requires having a board full of creatures that can be used to tap down the opponent's permanents. Upheaval and Wildfire builds usually require mana rocks to ensure that the player can have enough mana to do something meaningful after blowing up the world. The problem is that these big namesake cards usually aren't replaceable outside of maybe one similar effect. Sure, a wildfire player might also be able to pick up a Burning of Xinye, but that still doesn't lead to effect densities that are going to ensure a player can consistently do their wildfire thing. While not adhering to a singleton restriction could help to solve this issue, that raises an entirely separate question of "how many random hyper-specific high mana cost spells does my cube actually want to be playing?," which might not be easy for every designer to solve.

Finally, these archetypes feel incredibly gimmicky even when the stars align and everything works perfectly. I remember when I was first getting into Cube design and saw people like LSV building decks around Upheaval in the MTGO Vintage Cube. It was fun to watch LSV build these decks at first, but after a while, it got very repetitive. If he got the titular Upheaval, be would try to scoop up a bunch of mana rocks and card draw, and build a deck where he could always Upheaval and immediately re-build a board. I tinkered with an Upheaval deck in my own early cubes, but I decided against it after playtesting showed that the Upheaval deck always did the same basic thing with little variation: you either drew mana rocks and Upheaval and won, or you didn't draw one of those two things and died.

For these reasons, I do not like archetypes that rely on a single lynchpin card that can't win the game. They lead to boring board states and positions where either or both players could feel awfully.

Now, there are some cards which can act as "hyper-specific archetype anchors" that don't really fit the bill of what I'm talking about here. For example, Sphinx's Tutelage does something very specific and asks to built around, but it both has redundant copies in the form of Teferi's Tutelage and Psychic Corrosion, and can also win the game by itself. Likewise, Whip of Erebos decks looks like a sort of "feast or famine" situation where you either have your whip and can do your thing or you don't, but the Whip can easily be replaced by a bunch of normal reanimation spells and not fundamentally change the strategy of the deck. Basically, even though these card-centered archetypes share some qualities with their counterparts above, they aren't really the same because they can either actually win the game or be replaced.



What are some archetypes you would never play? Are there any situations that might make you want to play them?
 

Jason Waddell

Administrator
Staff member
I will say, as much as I'm not super a fan of Upheaval / Armageddon, these cards have led to some super interesting games over the years. When you cast one of these big spells and the game doesn't end immediately, things can get juicy.
 
I'm not generally a big fan of "get a specific big thing into play early" archetypes, since they magnify the normal Baneslayer issue of demanding removal by demanding that villain has removal in their opening hand. And then, if they did keep a hand with removal, it feels like over-extending into a wrath.

It does depend on the level of "cheating", though — I don't have any issues with, say, a Heartless Summoning archetype where you can still play your creatures if you don't draw into your cheat-y spell.
 
So I was inspired by the name of this thread to talk about archetypes you would never want to play. Even though the point of that thread was to discuss archetypes WOTC hasn't supported (or might never support), the name sounded like a discussion of archetypes people would never play in their own cubes. I thought this was an interesting conversation worth having, so I thought I would start a thread on the archetypes you would never want to play (or would not want to play until WOTC prints some more interesting support pieces).

For me, I am really not a fan of "archetypes" built around hyper-specific single cards that act as a key piece to win the game but don't actually close out the game by themselves:


My issue with these cards isn't the idea that they aren't powerful, and it isn't because they cost a lot of mana to play. Even though none of these cards can win the game unaided, almost all of them can create game states that are effectively unwinnable for the opponent. The issues with archetypes based around these cards, in my view, are threefold:
1: They tend to lead to un-fun, low agency, drawn-out games.
2 They tend to not have enough pieces to allow for a reasonable level of consistency
3: They tend to feel "gimmicky" even when properly assembled.

Now, I know "un-fun" and "feel gimmicky" are subjective terms, but I will try to explain in more concrete detail.

First, archetypes like Wildfire, Upheaval, and Opposition lead to game states where the opponent is severely limited in options as to what they can do. Blowing up some number of lands, tapping down the opponent's entire board, or just returning everything to everyone's hand. The problem? This doesn't actually end the game! A random threat has to survive the Wildfire, or enough excess mana needs to be produced to re-build after the Upheaval in order to even advance the game beyond the new screwed-up position. If there is no ability of the player casting one of these spells to actually win, all they will have effectively done is extend the game.

Second, these archetypes require tons of specific support to enable, but they rely on one or two hyper-specific, borderline irreplaceable parts. An Opposition really needs the namesake card in order to function optimally, but it also requires having a board full of creatures that can be used to tap down the opponent's permanents. Upheaval and Wildfire builds usually require mana rocks to ensure that the player can have enough mana to do something meaningful after blowing up the world. The problem is that these big namesake cards usually aren't replaceable outside of maybe one similar effect. Sure, a wildfire player might also be able to pick up a Burning of Xinye, but that still doesn't lead to effect densities that are going to ensure a player can consistently do their wildfire thing. While not adhering to a singleton restriction could help to solve this issue, that raises an entirely separate question of "how many random hyper-specific high mana cost spells does my cube actually want to be playing?," which might not be easy for every designer to solve.

Finally, these archetypes feel incredibly gimmicky even when the stars align and everything works perfectly. I remember when I was first getting into Cube design and saw people like LSV building decks around Upheaval in the MTGO Vintage Cube. It was fun to watch LSV build these decks at first, but after a while, it got very repetitive. If he got the titular Upheaval, be would try to scoop up a bunch of mana rocks and card draw, and build a deck where he could always Upheaval and immediately re-build a board. I tinkered with an Upheaval deck in my own early cubes, but I decided against it after playtesting showed that the Upheaval deck always did the same basic thing with little variation: you either drew mana rocks and Upheaval and won, or you didn't draw one of those two things and died.

For these reasons, I do not like archetypes that rely on a single lynchpin card that can't win the game. They lead to boring board states and positions where either or both players could feel awfully.

Now, there are some cards which can act as "hyper-specific archetype anchors" that don't really fit the bill of what I'm talking about here. For example, Sphinx's Tutelage does something very specific and asks to built around, but it both has redundant copies in the form of Teferi's Tutelage and Psychic Corrosion, and can also win the game by itself. Likewise, Whip of Erebos decks looks like a sort of "feast or famine" situation where you either have your whip and can do your thing or you don't, but the Whip can easily be replaced by a bunch of normal reanimation spells and not fundamentally change the strategy of the deck. Basically, even though these card-centered archetypes share some qualities with their counterparts above, they aren't really the same because they can either actually win the game or be replaced.



What are some archetypes you would never play? Are there any situations that might make you want to play them?
I completely disagree. I rather have a strong card against me which is not a clock on itself.

It costs a card to play and leaves me with time to answer. If the strong card is at the same time a clock on its own the game becomes bomby.

Jason nailed it, it becomes juicy!

As far as your defense of the whip. It depends on your cube, if you have redundancy then you find whip less annoying... This defense is rather strange (imagine a cube with no reanimation but whip against a cube with many wildfire type of cards).

There are plenty of possible cubes where you could have decks with or without wildfire (upheavel) (but many of the same cards) and other payoffs. The issue is cubes where there are no occasionals, there is a wildfire deck which is parasitic, and so on.

It becomes a problem when a deck does not function without opposition or when it becomes unbeatable with it. But there's a whole spectrum of fun within that range.
 
Last edited:

Onderzeeboot

Ecstatic Orb
So I was inspired by the name of this thread to talk about archetypes you would never want to play. Even though the point of that thread was to discuss archetypes WOTC hasn't supported (or might never support), the name sounded like a discussion of archetypes people would never play in their own cubes. I thought this was an interesting conversation worth having, so I thought I would start a thread on the archetypes you would never want to play (or would not want to play until WOTC prints some more interesting support pieces).

For me, I am really not a fan of "archetypes" built around hyper-specific single cards that act as a key piece to win the game but don't actually close out the game by themselves:


My issue with these cards isn't the idea that they aren't powerful, and it isn't because they cost a lot of mana to play. Even though none of these cards can win the game unaided, almost all of them can create game states that are effectively unwinnable for the opponent. The issues with archetypes based around these cards, in my view, are threefold:
1: They tend to lead to un-fun, low agency, drawn-out games.
2 They tend to not have enough pieces to allow for a reasonable level of consistency
3: They tend to feel "gimmicky" even when properly assembled.

Now, I know "un-fun" and "feel gimmicky" are subjective terms, but I will try to explain in more concrete detail.

First, archetypes like Wildfire, Upheaval, and Opposition lead to game states where the opponent is severely limited in options as to what they can do. Blowing up some number of lands, tapping down the opponent's entire board, or just returning everything to everyone's hand. The problem? This doesn't actually end the game! A random threat has to survive the Wildfire, or enough excess mana needs to be produced to re-build after the Upheaval in order to even advance the game beyond the new screwed-up position. If there is no ability of the player casting one of these spells to actually win, all they will have effectively done is extend the game.

Second, these archetypes require tons of specific support to enable, but they rely on one or two hyper-specific, borderline irreplaceable parts. An Opposition really needs the namesake card in order to function optimally, but it also requires having a board full of creatures that can be used to tap down the opponent's permanents. Upheaval and Wildfire builds usually require mana rocks to ensure that the player can have enough mana to do something meaningful after blowing up the world. The problem is that these big namesake cards usually aren't replaceable outside of maybe one similar effect. Sure, a wildfire player might also be able to pick up a Burning of Xinye, but that still doesn't lead to effect densities that are going to ensure a player can consistently do their wildfire thing. While not adhering to a singleton restriction could help to solve this issue, that raises an entirely separate question of "how many random hyper-specific high mana cost spells does my cube actually want to be playing?," which might not be easy for every designer to solve.

Finally, these archetypes feel incredibly gimmicky even when the stars align and everything works perfectly. I remember when I was first getting into Cube design and saw people like LSV building decks around Upheaval in the MTGO Vintage Cube. It was fun to watch LSV build these decks at first, but after a while, it got very repetitive. If he got the titular Upheaval, be would try to scoop up a bunch of mana rocks and card draw, and build a deck where he could always Upheaval and immediately re-build a board. I tinkered with an Upheaval deck in my own early cubes, but I decided against it after playtesting showed that the Upheaval deck always did the same basic thing with little variation: you either drew mana rocks and Upheaval and won, or you didn't draw one of those two things and died.

For these reasons, I do not like archetypes that rely on a single lynchpin card that can't win the game. They lead to boring board states and positions where either or both players could feel awfully.

Now, there are some cards which can act as "hyper-specific archetype anchors" that don't really fit the bill of what I'm talking about here. For example, Sphinx's Tutelage does something very specific and asks to built around, but it both has redundant copies in the form of Teferi's Tutelage and Psychic Corrosion, and can also win the game by itself. Likewise, Whip of Erebos decks looks like a sort of "feast or famine" situation where you either have your whip and can do your thing or you don't, but the Whip can easily be replaced by a bunch of normal reanimation spells and not fundamentally change the strategy of the deck. Basically, even though these card-centered archetypes share some qualities with their counterparts above, they aren't really the same because they can either actually win the game or be replaced.



What are some archetypes you would never play? Are there any situations that might make you want to play them?
You'll have to pry the double Wildfire in my cube from my cold, dead hands! That card is super engaging to build around, playing well with both 5+ toughness creatures, land recursion, and mana ramp strategies. I've even seen a friend of mine win draft night with a completely different build, employing an RG midrange deck with a number of low mv threats which they sandbagged in order to more succesfully redeploy after the Wildfire if needed. Decks running Wildfire in my cube typically don't rely on 'a random threat to win, because they drafted several threats that specifically are able to survive. To be fair, mana rocks are a bit gimped in my cube, starting at 3 mv. I do think that makes a big difference.
 
I'm not generally a big fan of "get a specific big thing into play early" archetypes, since they magnify the normal Baneslayer issue of demanding removal by demanding that villain has removal in their opening hand. And then, if they did keep a hand with removal, it feels like over-extending into a wrath.

It does depend on the level of "cheating", though — I don't have any issues with, say, a Heartless Summoning archetype where you can still play your creatures if you don't draw into your cheat-y spell.
Yeah, I agree with you here. One of the reasons why I moved away from stuff like Animate Dead and Reanimate in favor of Unburial Rites and friends is because the faster reanimation begs lightning fast ways to fill the graveyard, which can often lead to huge amounts of card disadvantage and potentially even game losses. It's very feast or famine like some of the archetypes I discussed above.

More midrangey reanimator can actually use filling the graveyard as part of getting card advantage (with stuff like Winding Way, Grisly Salvage, and so on), and doesn't start reanimating until a place in the game where getting something big out of the graveyard is much less swingy. Sometimes you get back Apex Altisaur and wipe their board and win, but that's not happening all the time and when it does it feels less terrible for the person on the receiving end of your dinosaur stomp.

I will say, as much as I'm not super a fan of Upheaval / Armageddon, these cards have led to some super interesting games over the years. When you cast one of these big spells and the game doesn't end immediately, things can get juicy.
Yeah, these cards can lead to some interesting game states if the game continues for a reasonable amount of time after they are cast. But honestly, they can so easily create un-fun interactions, that they're not something I'd really want to put into one of my Cubes. After all, the whole point of playing these cards is to finish the game, so someone who has built a good deck with one of them should be able to create a game state where the continuation won't happen most of the time. The situation you're describing here is what's not supposed to happen when you play these cards, so the interesting gameplay loop that can be created is often stifled.

I'm not saying people shouldn't play these archetypes, but personally I don't want to put in the work to support them because I don't them fun. I can get my fill of these cards on MTGO. The gameplay negatives just outweigh the positives for me. But, that's not going to be true for everyone, so people who enjoy should play away and have fun!

I completely disagree. I rather have a strong card against me which is not a clock on itself.
I also like cards that are strong but don't necessarily offer a clock. My issue with the cards above and the archetypes they foster is that they tend to slow down games in ways that can often be undesirable or un-fun. Getting Moat locked isn't fun :/

As far as your defense of the whip. It depends on your cube, if you have redundancy then you find whip less annoying... This defense is rather strange (imagine a cube with no reanimation but whip against a cube with many wildfire type of cards).
I don't think you really understood my whip example, so let me see if I can provide some clarity.

I was using Whip of Erebos decks as an example because the role of the Whip is so easily replaced by any number of other reanimation effects. If you look at some Sidisi-Whip decks back when the card was legal in standard, you'd see that one of the main purposes of the Whip was to reanimate big things like Silumgar, the Drifting Death and Hornet Queen after they were milled as part of a value graveyard plan. If you're supporting the Sidisi-Whip of Erebos type deck as an archetype in your Cube, you can use stuff like Unburial Rites, Incarnation Technique, Necromancy, Diregraf Rebirth, and so on as means to fill that same value reanimation role without necessarily requiring players to have the Whip. You can't really do that with Stone Rain in place of Wildfire, Send to Sleep instead of Opposition, or Trapped in the Tower instead of Moat. There just aren't enough effects that basically do the same thing (again, outside of being non-singleton).

You can definitely play Whip of Erebos in a Cube as a random value card, but then it's not really part of an Archetype so much as it's a cool one-off effect.

My point here is that if you want to make a deck that plays Whip of Erebos as a main reanimation/value engine to an archetype, you can get an approximation of it for redundancy's sake pretty easily, which you really can't for the other archetype anchors I discuss.

You'll have to pry the double Wildfire in my cube from my cold, dead hands! That card is super engaging to build around, playing well with both 5+ toughness creatures, land recursion, and mana ramp strategies. I've even seen a friend of mine win draft night with a completely different build, employing an RG midrange deck with a number of low mv threats which they sandbagged in order to more succesfully redeploy after the Wildfire if needed. Decks running Wildfire in my cube typically don't rely on 'a random threat to win, because they drafted several threats that specifically are able to survive. To be fair, mana rocks are a bit gimped in my cube, starting at 3 mv. I do think that makes a big difference.
I'm glad you commented about this, because I think your Cube has probably the single best implementation of Wildfire I've ever seen. That's because you're using it as a cool support piece/ board wipe thing for your Enrage/go big decks instead of just having "play wildfire" be the entire archetype. Your players don't just draft a bunch of mana rocks and random beefy threats and hope they can get the opponent, they're actually using the damage the wildfire creates to trigger a bunch of enrage dorks (or at least it used to, it looks like you've cut back on the Enrage stuff since the last time I looked at the cube :/).

In either case, you've done a bunch of good work to integrate Wildfire well into your Cube as a part of a broader archetype instead of having it be the archetype. It's one of the reasons why I respect you so much as a designer, you do a lot of really cool stuff like this R/G build that might not work under other contexts.
 
I also like cards that are strong but don't necessarily offer a clock. My issue with the cards above and the archetypes they foster is that they tend to slow down games in ways that can often be undesirable or un-fun. Getting Moat locked isn't fun :/


I don't think you really understood my whip example, so let me see if I can provide some clarity.

I was using Whip of Erebos decks as an example because the role of the Whip is so easily replaced by any number of other reanimation effects. If you look at some Sidisi-Whip decks back when the card was legal in standard, you'd see that one of the main purposes of the Whip was to reanimate big things like Silumgar, the Drifting Death and Hornet Queen after they were milled as part of a value graveyard plan. If you're supporting the Sidisi-Whip of Erebos type deck as an archetype in your Cube, you can use stuff like Unburial Rites, Incarnation Technique, Necromancy, Diregraf Rebirth, and so on as means to fill that same value reanimation role without necessarily requiring players to have the Whip. You can't really do that with Stone Rain in place of Wildfire, Send to Sleep instead of Opposition, or Trapped in the Tower instead of Moat. There just aren't enough effects that basically do the same thing (again, outside of being non-singleton).

You can definitely play Whip of Erebos in a Cube as a random value card, but then it's not really part of an Archetype so much as it's a cool one-off effect.

My point here is that if you want to make a deck that plays Whip of Erebos as a main reanimation/value engine to an archetype, you can get an approximation of it for redundancy's sake pretty easily, which you really can't for the other archetype anchors I discuss.
The trick is that a deck that can use wildfire, e.g., aggro decks, artifact deck, planeswalkers fury and so on, often only needs one or two of those effects and can function without them. Here are some of thse effects:

It becomes problematic when the deck would not function without the card.

On moatlocking: if your deck has no way to overcome moat it is on either the player or the cube creator which did not include ways to overcome it in the cube. Redundancies for Moat:



These one card archetype cards are nice when they change other archetypes into something new. Aggro with burn as reach plays different then aggro with wildfire. Maybe, there is even a big but deck viable in your cube. However, when one skews the cube to always make these archetype cards the best it becomes parasitic and stale.

TLDR: Viewing these one archetype cards as something a cube should support with many cards makes them parasitic. Instead use them the other way around. They should bring spice to existing archetypes. If they also spawn new (non-dominating) archetypes then you have struck gold.
 
How does aggro wildfire look like? To me that sounds contradicting, like a kidergarten for adults.
Aggro does not need many lands in play. You play threats and attack. Then when your opponent plays bigger threats (thoughness <=4) you wipe the board and start over.
It only works with low powered creatures though. So it works in my urza block cube.
 

Onderzeeboot

Ecstatic Orb
How does aggro wildfire look like? To me that sounds contradicting, like a kidergarten for adults.
I thought I had a list somewhere, but it might have been on CubeTutor, sooo.... Mind you, the deck really lies somewhere between aggro and midrange. You play a lot of low mv aggro creatures, but also some slightly bigger stuff, maybe even some that can survive Wildfire, like Ripjaw Raptor. You curve out normally, but whenever possible, you keep some low mv creatures in your hand for after the Wildfire. Ideally you use the good P/T ratio in RG to lure your opponent into building more board presence than you so they can set up profitable double blocks, and that's when you hit them with the 4 damage to everything and start redeploying immediately, while they have trouble doing so thanks to the mana denial. Of course, when you don't have the Wildfire in hand, you function as a perfectly normal RG aggressive midrange deck.
 
And this is actually a good plan? Because if I am a deck playing aggressive 1- and 2-drops, I'd rather not cast a board-wipe or get to six lands in the first place. And if I can win or at least be at parity, while I am actually keeping back some threats for no real reason, I should probably be winning anyway if I would've just cast them. I believe that games can be won that way, but it souds like an unnecessarily wasteful game plan to me. What makes this deck better than one that just curves out with Akoum Hellhound and Earthshaker Khenra OR one that just curves Ripjaw Raptor into Wildfire?
 
And this is actually a good plan? Because if I am a deck playing aggressive 1- and 2-drops, I'd rather not cast a board-wipe or get to six lands in the first place. And if I can win or at least be at parity, while I am actually keeping back some threats for no real reason, I should probably be winning anyway if I would've just cast them. I believe that games can be won that way, but it souds like an unnecessarily wasteful game plan to me. What makes this deck better than one that just curves out with Akoum Hellhound and Earthshaker Khenra OR one that just curves Ripjaw Raptor into Wildfire?
Again, it works when the creatures are weak. You just play your aggro creatures and by turn 5 your creatures are facing an uphill battle. At this point you keep an useless aggro creature which you draw and you reset the board with wildfire. Then you get to play aggro for a few turns again. Rinse and repeat
 
And this is actually a good plan? Because if I am a deck playing aggressive 1- and 2-drops, I'd rather not cast a board-wipe or get to six lands in the first place. And if I can win or at least be at parity, while I am actually keeping back some threats for no real reason, I should probably be winning anyway if I would've just cast them. I believe that games can be won that way, but it souds like an unnecessarily wasteful game plan to me. What makes this deck better than one that just curves out with Akoum Hellhound and Earthshaker Khenra OR one that just curves Ripjaw Raptor into Wildfire?

There is also the risk of facing a big creature that actually can survive Wildfire. The chances of opponent having one is bigger than the chances of us having one.

I agree with Ravnic. It sounds like a game plan that can win games. But it doesn’t sound reliable. Going into the game with that mindset will lose us more games than win us.
 

Onderzeeboot

Ecstatic Orb
Again, it works when the creatures are weak. You just play your aggro creatures and by turn 5 your creatures are facing an uphill battle. At this point you keep an useless aggro creature which you draw and you reset the board with wildfire. Then you get to play aggro for a few turns again. Rinse and repeat
Pretty much this!

And this is actually a good plan? Because if I am a deck playing aggressive 1- and 2-drops, I'd rather not cast a board-wipe or get to six lands in the first place. And if I can win or at least be at parity, while I am actually keeping back some threats for no real reason, I should probably be winning anyway if I would've just cast them. I believe that games can be won that way, but it souds like an unnecessarily wasteful game plan to me. What makes this deck better than one that just curves out with Akoum Hellhound and Earthshaker Khenra OR one that just curves Ripjaw Raptor into Wildfire?
That was what I thought, but my friend wiped the floor with every single one of their opponents.
 
  • Like
Reactions: dbs
I'd never seriously play storm, outside of getting a lol off of Crow Storm once or twice, and infect is off the table. Besides that maybe Workshop decks?
 
Pretty much this!


That was what I thought, but my friend wiped the floor with every single one of their opponents.

Wow. Okay cool. Do you think you could summarize the tournament a bit? Deck tech and such? I understand this can be difficult if it’s an old tournament.
 
And this is actually a good plan? Because if I am a deck playing aggressive 1- and 2-drops, I'd rather not cast a board-wipe or get to six lands in the first place. And if I can win or at least be at parity, while I am actually keeping back some threats for no real reason, I should probably be winning anyway if I would've just cast them. I believe that games can be won that way, but it souds like an unnecessarily wasteful game plan to me. What makes this deck better than one that just curves out with Akoum Hellhound and Earthshaker Khenra OR one that just curves Ripjaw Raptor into Wildfire?
I wouldn't say it's necessarily better, but it's an additional angle that promotes some versatility by being able to rebuild quicker as mentioned above. As the Aggro player you want to applying pressure early with a curve out, but when things stall out with beefier blockers that's when having a Wildfire effect as an emergency button isn't the worst. It'll take you far fewer resources to rebuild after the reset when your cheap threats have the green light to get through again. It's counterintuitive, but it works.

I did something similar when I added MLD effects in Armageddon and Ravages of War to my Karametra, God of Harvests EDH deck. I am typically a ramp deck and I'll usually jump ahead on lands, many times MLD just isn't worth deploying as plan A, but I also know that if I reset lands to zero in a dominant board after deploying my commander that I can absolutley rebuild MUCH quicker with that Rampant Growth like cast trigger. Chain like two dorks and you're up 4 to 0 on production next turn cycle. Wildfire in Aggro performs the same way.
 
How can Sway of the Stars play well?
Sometimes I fantasize about making a casual deck that has Sway of the Stars and a lot of interaction pieces that permanently exile, so that you can cast consecutive SotS where the opponent starts flooding out more and more until their deck only contain land cards and you mill them out.

No? Not what you had in mind?
idk, if you want it to be a game-ender, just play it with suspend cards. I'm not sure it offers anything unique compared to a worldpurge or another game-reset equivalent.
 
Sometimes I fantasize about making a casual deck that has Sway of the Stars and a lot of interaction pieces that permanently exile, so that you can cast consecutive SotS where the opponent starts flooding out more and more until their deck only contain land cards and you mill them out.

No? Not what you had in mind?
idk, if you want it to be a game-ender, just play it with suspend cards. I'm not sure it offers anything unique compared to a worldpurge or another game-reset equivalent.
The durdly remove was also my idea (stp, counter with exile and so on).
Another idea is the parallax series of nemesis or phasing/flickering, but that's downright dirty.
 

Chris Taylor

Contributor
Sometimes I fantasize about making a casual deck that has Sway of the Stars and a lot of interaction pieces that permanently exile, so that you can cast consecutive SotS where the opponent starts flooding out more and more until their deck only contain land cards and you mill them out.

No? Not what you had in mind?
idk, if you want it to be a game-ender, just play it with suspend cards. I'm not sure it offers anything unique compared to a worldpurge or another game-reset equivalent.
I highly recommend installing Shandalar (1997) and having a go
The final boss has ~500hp by my recollection, and you've got access to not exactly the best creatures.
One of the ways to beat him is by looping timetwisters while swords to plowshares'ing his threats
 
I highly recommend installing Shandalar (1997) and having a go
The final boss has ~500hp by my recollection, and you've got access to not exactly the best creatures.
One of the ways to beat him is by looping timetwisters while swords to plowshares'ing his threats
One warning: while playing it is possible to go infinite with moxes, hurkyls recalls, contract from below and so on. Problem is after a certain number of plays in a turn the game freezes...
Better go infinite with time walk.
 
Top