Reason I threw Supreme Exemplar in there is the evasion, and he can champion a harbinger if I can get him out, only downside is that he's blue, but i think between the braiders and the primal beyonds I could take care of it, if I was going to play it not using soulstoke's ability.
Threw Doomgape in there because of trample, probably only play him via soulstoke's ability. Don't know if this is the direction I need to be going with this. Seems a lot of this is all extremely dependent on the soulstoke's ability and keeping him in play, lightning greaves should help with that, but I have a feeling that early game is going to be difficult due to a lack of blockers in the first few turns. Fast aggro deck would tear me up it seems. Should i worry about that or hope i can get a soulstoke > Doomgape/Chaser/Exemplar > Double Cleave combo and one-shot someone?
Silvos, Rogue Elemental - Could I put him in play via soulstoke's ability and then pay one and regen him? If so, he would make an awesome addition to the deck. An 8/5 trampler for 3? Yes please!
Thunderblust - This card seems to fit also since with soulstoke I could get a 6/1 trampler for 2.
I put this in my other Elemental topic. But if you need help with ideas then you can take one of these and manipulate it to your liking. I chose 3 creatures I liked, and make decks and strategies specific for them. Whatcha think?
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I have made 3 different decks to accomodate 3 creatures. Nova, Hateflayer, and Soulbright.
So all I have to do is switch around cards to whatever deck I'm in the mood for.
Muahaha. I didn't call myself Flamekin for nothing.
Very simple. Get Harbinger, search for Nova, get him out and remove Harbinger. Because even if they kill Nova, there's more coming when Harbinger comes back.
Get the power-ups on the feild, Soulstoke, Fencers, Obsidian. Every little bit helps.
With the Fencers I couldn't pass up Flaring.
Soul's fire and Double cleave, yup, doing big things.
And to insure no shock, lightning bolt, pingers get to Nova, Greaves. Gives me haste AND shroud.
The way I play this is get as much mana ready as fast as I can. Smokebraiders and Rite of flame.
Also get the +1/+1s ready. So put the the Soulstokes and Fencers first. Yes, Fencer will powerup Hateflayer while wearing Elemental mastery.
Brawler and Bladewhirls duty will be chump blockers. Biding time.
Rage forger works with Soulstoke. Its the second ability I'm looking at. When those tokens come out Soulstoke will give them +1/+1, and when they attack they do that extra 1 damage. It all adds up.
Goblin bombardment is my backup for when I don't have Rage/Soulstoke.
So I usually play Hateflayer on one turn, then put elemental mastery on it the next turn.
Btw, the turn you play Elemental Mastery, you'll have 3 mana left (at the least. this will only change if the enemy destroys a land or smokebraider, and if you have rite of flame) and you can catch your enemy off gaurd. If they somehow survive (which is unlikey), they won't make it pass the next turn.
I actually came up with an equation for the damage and tokens made.
H: Hateflayers power
X: # of +1/+1 givers on feild (Soulstoke, Fencers)
D: Untap damage
T: Tokens
H = 5 + X
3 mana: HD + 2HT
6 mana: 2HD + 3HT
9 mana: 3HD + 4HT
(See a pattern)
For the people who have been following this thread, I don't need to explain much.
I decided the XR burn is a good idea. It's a good alternative.
Soulstoke, Fencers, Obsidian, every little bit counts. Whether it's bringing that 0 up a few more on Brawler, or getting out of the negatives with Char, doublestrike ftw. And Flaring? C'mon, a 2/2 turned 5/5 with 1 fencers.
I am not about to explain my whole 4x Soulbright combo again. It's way too long and as much as I love coding, no. It's in my first post, go read it there.
But I did come up with an equation for this too.
I spent too much time thinking of this, so it may only be me that understand. Sorry if it's not comprehensible.
S: Soulbright
B: Braiders
X: Activated abilites
Y: Mana
N: Number of (particuliar) creature
U: +1/0 Up ability
N(B = X + 2Y) : To count the number of abilties and mana Smokebraider provides N = Varies from 1-4, X = 1, Y = 1
SN = 3NX + (6 + 2N)Y To count the number of abilites and mana Soulbright privides. N = Varies from 1-4, X = 1, Y = 1
X = YU To count the number of +1/0 abilites activated. Y = R from Soulbright /Smokebraider /Mountain, U = 1
U = X To count the +1/0s Ceaseless gets. X = abilites from Soulbright /Braider /Brawler /Vengeful /etc
Silvos, Rogue Elemental - Could I put him in play via soulstoke's ability and then pay one and regen him? If so, he would make an awesome addition to the deck. An 8/5 trampler for 3? Yes please!
Thunderblust - This card seems to fit also since with soulstoke I could get a 6/1 trampler for 2.
Any comments/suggestions?
Something people seem to forget is that Soulstoke gives a +1/+1 to each Elemental. So it won't be a 6/1 Thunderblust for 2, but a 7/2 Thunderblust. A 11/3 Nova, and a 9/6 Silvos.
Just wanted to point that out because it's so sad seeing people miss out on that extra damage.
I'd reduce Cleave up to 2 or 3, cause once cast on Chaser, you won't need another. And opening 2 or drawing 4 isn't something likely.
Another thing i realize is that the deck is missing a solid removal, which can be taken by Spitebellows, not just can be a removal, but also a solid beater (despite the lack of evasion)
It could be another creature for better beats, or just a good enchantment. I like halted's suggestion of Inner-Flame Acolyte, I feel like that could make a welcome addition. I've also sideboarded in Thunderblust which has performed extremely well, so that could have a place as well. Suggestions?
Ball Lightning is expensive. Pretty much only thing keeping it out of my deck.
Is finding a way to generate card advantage here important? (I assume it's important all the time but carries more weight in certain decks) I guess what I'm asking is if I should just throw some Harmonize up in the mix.
Skullclamp is the same price as harmonize and provides reusable card advantage, and more power to your already aggresive creatures. Especially since many of them die at the end of the turn anyway, why not draw two cards at the end of each of your turns?
Ok, so in the interest of keeping myself growing as a deckbuilder I ordered a playset of Inner-Flame Acolyte and added em in, then tweaked to get rid of cards I found useless. Here's what I ended up with:
4 Flamekin Harbinger
4 Incandescent Soulstoke
4 Smokebraider
Beats
4 Nova Chaser
2 Hell's Thunder
2 Groundbreaker
2 Doomgape
1 Supreme Exemplar
4 Lightning Greaves
Spells
4 Double Cleave
2 Ooze Garden
4 Lightning Bolt
Land
4 Rootbound Crag
4 Primal Beyond
12 Mountain
4 Forest
4 Vexing Shusher
-3 Primal Forcemage
-4 Fecundity
-2 Hellspark Elemental
+1 Supreme Exemplar
+2 Ooze Garden
+4 Lightning Greaves
+2 Doomgape
Reason I threw Supreme Exemplar in there is the evasion, and he can champion a harbinger if I can get him out, only downside is that he's blue, but i think between the braiders and the primal beyonds I could take care of it, if I was going to play it not using soulstoke's ability.
Threw Doomgape in there because of trample, probably only play him via soulstoke's ability. Don't know if this is the direction I need to be going with this. Seems a lot of this is all extremely dependent on the soulstoke's ability and keeping him in play, lightning greaves should help with that, but I have a feeling that early game is going to be difficult due to a lack of blockers in the first few turns. Fast aggro deck would tear me up it seems. Should i worry about that or hope i can get a soulstoke > Doomgape/Chaser/Exemplar > Double Cleave combo and one-shot someone?
Silvos, Rogue Elemental - Could I put him in play via soulstoke's ability and then pay one and regen him? If so, he would make an awesome addition to the deck. An 8/5 trampler for 3? Yes please!
Thunderblust - This card seems to fit also since with soulstoke I could get a 6/1 trampler for 2.
Any comments/suggestions?
Casual:
RG - Elemental Aggro
WGR - Slivers
GW - Cat Equipment
G - CIP Combo
.
.
.
I have made 3 different decks to accomodate 3 creatures. Nova, Hateflayer, and Soulbright.
So all I have to do is switch around cards to whatever deck I'm in the mood for.
Muahaha. I didn't call myself Flamekin for nothing.
Nova
2x Flaring Flame-kin
4x Incandescent Soulstoke
4x Flamekin Harbinger
4x Smokebraider
2x Hellspark Elemental
4x Flamekin Brawler
4x Fencer's magemark
4x Double cleave
2x Obsidian battle-axe
3x Lightning greaves
Very simple. Get Harbinger, search for Nova, get him out and remove Harbinger. Because even if they kill Nova, there's more coming when Harbinger comes back.
Get the power-ups on the feild, Soulstoke, Fencers, Obsidian. Every little bit helps.
With the Fencers I couldn't pass up Flaring.
Soul's fire and Double cleave, yup, doing big things.
And to insure no shock, lightning bolt, pingers get to Nova, Greaves. Gives me haste AND shroud.
Hateflayer
3x Incandescent Soulstoke
4x Flamekin Harbinger
4x Smokebraider
2x Flamekin Bladewhirl
4x Flamekin Brawler
2x Rage forger
4x Elemental mastery
4x Rite of flame
4x Goblin bombardment
The way I play this is get as much mana ready as fast as I can. Smokebraiders and Rite of flame.
Also get the +1/+1s ready. So put the the Soulstokes and Fencers first. Yes, Fencer will powerup Hateflayer while wearing Elemental mastery.
Brawler and Bladewhirls duty will be chump blockers. Biding time.
Rage forger works with Soulstoke. Its the second ability I'm looking at. When those tokens come out Soulstoke will give them +1/+1, and when they attack they do that extra 1 damage. It all adds up.
Goblin bombardment is my backup for when I don't have Rage/Soulstoke.
So I usually play Hateflayer on one turn, then put elemental mastery on it the next turn.
Btw, the turn you play Elemental Mastery, you'll have 3 mana left (at the least. this will only change if the enemy destroys a land or smokebraider, and if you have rite of flame) and you can catch your enemy off gaurd. If they somehow survive (which is unlikey), they won't make it pass the next turn.
I actually came up with an equation for the damage and tokens made.
Soulbright
4x Flamekin Brawler
3x Flaring Flame-kin
2x Vengeful Firebrand
2x Char-rumbler
3x Ceaseless Searblades
1x Incandescent Soulstoke
4x Flamekin Harbinger
4x Smokebraider
2x Obsidian Battle-axe
4x Banefire
2x Kaervek's torch
For the people who have been following this thread, I don't need to explain much.
I decided the XR burn is a good idea. It's a good alternative.
Soulstoke, Fencers, Obsidian, every little bit counts. Whether it's bringing that 0 up a few more on Brawler, or getting out of the negatives with Char, doublestrike ftw. And Flaring? C'mon, a 2/2 turned 5/5 with 1 fencers.
I am not about to explain my whole 4x Soulbright combo again. It's way too long and as much as I love coding, no. It's in my first post, go read it there.
But I did come up with an equation for this too.
I spent too much time thinking of this, so it may only be me that understand. Sorry if it's not comprehensible.
Something people seem to forget is that Soulstoke gives a +1/+1 to each Elemental. So it won't be a 6/1 Thunderblust for 2, but a 7/2 Thunderblust. A 11/3 Nova, and a 9/6 Silvos.
Just wanted to point that out because it's so sad seeing people miss out on that extra damage.
Silvos for 3 though? I approve.
--- Meren of Clan Nel Toth --- Jhoira of the Ghitu --- Prime Speaker Zegana ---
--- Drana, Kalastria Bloodchief --- Ghoulcaller Gisa --- Akroma, Angel of Fury --- Titania, Protector of Argoth ---
I think your deck is improving through the time.
I'd still drop Doomgape and Groundbreaker for Inner-Flame Acolyte, which can hit 4 for 3, or just give haste to Chaser T3.
1st) mountain, Harbinger
2nd) mountain, Smokebraider
3rd) mountain, cast Chaser and evoke Acolyte targeting Chaser.
I'd reduce Cleave up to 2 or 3, cause once cast on Chaser, you won't need another. And opening 2 or drawing 4 isn't something likely.
Another thing i realize is that the deck is missing a solid removal, which can be taken by Spitebellows, not just can be a removal, but also a solid beater (despite the lack of evasion)
I'd let the deck mono-red.
04 Primal Beyond
04 Ancient Ziggurat
14 Mountain
// CREATURES (26)
04 Flamekin Harbinger
04 Smokebraider
04 Incandescent Soulstoke
04 Inner-Flame Acolyte
04 Spitebellows
04 Nova Chaser
01 Ingot-Chewer
01 Wispmare
04 Double Cleave
04 Lightning Greaves
04 Lightning Bolt
The deck currently looks like this:
4 Flamekin Harbinger
4 Incandescent Soulstoke
4 Smokebraider
3 Primal Forcemage
Beats
4 Nova Chaser
2 Hell's Thunder
2 Hellspark Elemental
2 Groundbreaker
4 Double Cleave
4 Fecundity
4 Lightning Bolt
Land
4 Rootbound Crag
4 Primal Beyond
12 Mountain
4 Forest
It could be another creature for better beats, or just a good enchantment. I like halted's suggestion of Inner-Flame Acolyte, I feel like that could make a welcome addition. I've also sideboarded in Thunderblust which has performed extremely well, so that could have a place as well. Suggestions?
Casual:
RG - Elemental Aggro
WGR - Slivers
GW - Cat Equipment
G - CIP Combo
Especially over Groundbreaker. Easier to cast and all. (I know you can cheat him into play, but I wouldn't rely on that)
Trade Thread
Is finding a way to generate card advantage here important? (I assume it's important all the time but carries more weight in certain decks) I guess what I'm asking is if I should just throw some Harmonize up in the mix.
Casual:
RG - Elemental Aggro
WGR - Slivers
GW - Cat Equipment
G - CIP Combo
Currently Playing:
4 Flamekin Harbinger
4 Smokebraider
4 Incandescent Soulstoke
3 Primal Forcemage
4 Inner-Flame Acolyte
1 Forgotten Ancient
4 Nova Chaser
2 Thunderblust
4 Thorn Elemental
4 Lightning Bolt
4 Double Cleave
Took out all the fast unearth creatures. I never really intended it to be a sac deck. Focusing more on cheating biggies into play with Incandecent Soulstoke, giving them haste with Inner-Flame Acolyte and putting the smack down with Double Cleave. If I drop a few Smokebraiders then hardcasting some of the big guys isn't out of the question either. Thorn Elemental w/ a Primal Forcemage out + Double Cleave = GG 20 unblockable.
Biggest issue I see now is early game D.
Any comments or suggestions?
where's reanimate? you necromancer. necro warning given
blut
Casual:
RG - Elemental Aggro
WGR - Slivers
GW - Cat Equipment
G - CIP Combo