This is my Highlander and Elder Dragon Highlander legal deck. It has a pure focus on dealing direct damage to players and creatures, so it can be very devastating (especially in multiplayer). It has a lack of draw and disruption, so it must compensate these wecknesses with sweepers and a fast clock.
One of the biggest advantages is the ability of Ashling, because you will never have dead mana open. So here comes the list:
1) Areadamage. Most spells here deals damage to creatures (and players). This spells are important to kill weenies/tribals, so that the opponent(s) will not overextend or i can generate huge cardadvantage. The spells are efficient, because they do two jobs (damage to creatures and damage to players).
So, here are some questions:
1) Manacurve to high?
2) Do i need a higher landcount?
3) Should i play more weenies (maybe goblins) and less areadamage-spells?
4) What cards do you miss?
Please note, that i play with normal highlander bannings.
I'd like to see the land count at at least 45, especially if you're not playing any artifact mana. Sol Ring into Ashling turn 2 with 1 pump, 2 pumps turn 3, and 3 pumps turn 4 (if necessary, or 2 pumps, then another at end of opponent's turn) is the fastest this deck can go with general damage. Other cards that are important for accleration are Worn Powerstone, Thran Dynamo, Gilded Lotus, and even Sisay's Ring and Ur Golem's Eye (I run all those in my Llawan deck). Having mana acceleration cards will make you feel like your deck isn't as expensive as it's been playing... plus I think you needs like 45 cards that are dedicated to mana in EDH. Don't forget Gauntlet of Might and Gauntlet of Power! If it's worth it, try to get a Thawing Glaciers (unless that's too slow for you). Planar Portal will get you whatever card you want. I'd suggest running less Seal of Fire, Lightning Bolt, and other 1 for 1 effects and run more quality cards. Ashling will do the damage for you... unless it's put on the bottom or Faith's Fetters. Just try to keep mana up when they can reach mana for those spells. You never want to miss a land drop with Ashling... like I said, she can do it all herself.
My only real suggestion would be Starstorm because of its instant speed and Cycle
in HIghlander can you play with Snow-Covered Lands as basics? if so you should move to snow covered mountains and then add Skred, Scrying Sheets, Mouth of Ronom, if not ignore me
Maybe a short explanation? ^^
I think Furnace of Rath is to dangerous. You play it turn 4 in this deck without defence and then the opponents weenies can just race to fast. So you just need a sweeper before - and then the card is some kind of lock-piece. Do i need this? Maybe yes, because it helps to kill fattis and makes the game faster...
Similar with Repercussion. But i see more synergy with this deck, because it runs only few creatures... Is it worth to waste turn 3 with this spell? What would you cut?
I'd like to see the land count at at least 45, especially if you're not playing any artifact mana.
Yeah, there is a small problem - i want to play this deck in Highlander and EDH, too. So the deck must work without Ashling. This is not only because of the price ^^ I thought it would be a good idea to have a consistent deck with no dependance on one card. To the artifact mana... I only have Braid of Fire - just very strong in this deck, there is always something, where the mana can go in. Sol Ring is banned in Highlander. Powerstone, Dynamo, Lotus, and both Gauntlets seems interessting, yes - but i have questions:
a) Is it not a big drawback, to have such terrible topdecks in a deck without manipulation?
b) What would you cut for this five cards?
c) Maybe you can tell me: Would you play mana artifacts and a 37+ landcount in Highlander, too?
My only real suggestion would be Starstorm because of its instant speed and Cycle
I will try it. What would you cut for it?
in HIghlander can you play with Snow-Covered Lands as basics? if so you should move to snow covered mountains and then add Skred, Scrying Sheets, Mouth of Ronom, if not ignore me
I helped my friend work on his Godo list, so I can really help out with land suggestions lol
[CARD]
Shivan Gorge
[/CARD]
[CARD]
Barbarian Ring
[/CARD]
As for what to cut to make room for Starstorm, I would work on Phasing out targeted damage, things like Seal of Fire and such. I so think Furnace is way to risky, but Reprocussion is amazing with all your sweepers, I mean Rolling Earthquake for 5, and then they take 5 for each creature too? brutal lol
Furnace is straight forward. Double damage, what red player doesn't love 6 damage lightning bolts? Or dealing double damage with your general when she hits critical mass.
Repercussion is the coup de gras though. When the furnace is out with this card it might as well say, "deal quad damage to your opponents if they have creatures in play". Say I lightning bolt someone's elf. It takes 6, and the controller takes 12 because Repercussion is re-dealing that damage.
In a hypothetical situation where you have both cards in play and 2 counters on Ashling with enough mana to add 3 and explode her:
- Opponent 1 has 3 creatures, Opponent 2 has a swarm of 12 tokens, Opponent 3 has 2 creatures. You have Ashling.
- Upon blowing up, Ashling does 10 damage to everything. O1's creatures take 10 each and O1 himself takes 70 damage. O2 takes 250 damage and O3 takes 50.
- You take 30 damage. enough to live if you're close to unscathed. Or if you had a sac outlet, you could reduce that by 10.
I'm a fan of blowing everything up and making things as crazy as possible even if it means I die in the process.
Mogg fanatic can be cut. He's ok as a chump blocker but not very good in edh.
Most weenies, unless pumped though anthem effects, are usually a waste unless they does something miraculous to win you the game. I don't see Keeper of kookus doing that unless 1/1 pro red is continuously blocking an opponent's red non-flying general.
Furnace is straight forward. Double damage, what red player doesn't love 6 damage lightning bolts? Or dealing double damage with your general when she hits critical mass.
Repercussion is the coup de gras though. When the furnace is out with this card it might as well say, "deal quad damage to your opponents if they have creatures in play". Say I lightning bolt someone's elf. It takes 6, and the controller takes 12 because Repercussion is re-dealing that damage.
In a hypothetical situation where you have both cards in play and 2 counters on Ashling with enough mana to add 3 and explode her:
- Opponent 1 has 3 creatures, Opponent 2 has a swarm of 12 tokens, Opponent 3 has 2 creatures. You have Ashling.
- Upon blowing up, Ashling does 10 damage to everything. O1's creatures take 10 each and O1 himself takes 70 damage. O2 takes 250 damage and O3 takes 50.
- You take 30 damage. enough to live if you're close to unscathed. Or if you had a sac outlet, you could reduce that by 10.
I'm a fan of blowing everything up and making things as crazy as possible even if it means I die in the process.
Mogg fanatic can be cut. He's ok as a chump blocker but not very good in edh.
Most weenies, unless pumped though anthem effects, are usually a waste unless they does something miraculous to win you the game. I don't see Keeper of kookus doing that unless 1/1 pro red is continuously blocking an opponent's red non-flying general.
Not saying its a bad idea, but in a 8 player game...when you drop the furnace you better do something right then and there...are you pass to 7 other players that wanna kill you too
Please note, i want to play this deck not only in Elder Dragon Highlander - i want to play it in normal Highlander, too. I give mana artifacts a try and play now the best ones without gains for opponents. I still see the danger that they are bad draws in Highlander, but they make the deck less expensive and i think it needs that.
Here are the new cards: Pyrite Spellbomb: Added, because Seal of Fire is really nice in this deck. I play multiplayer with this deck and Seal/Spellbomb in game is often nice, because weenies of opponents don't want to run into it, so that they attack other players. Also, it can stay in game and be activated after another burnspell to do lethal damage. Repercussion: So, most creatures i play are only temporary or have protection - it has no big drawback and first testing was nice. Worn Powerstone, Thran Dynamo, Gilded Lotus: Other mana artifacts are not worth it i think. Together with 38 lands and Braid of Fire, i run 42 mana sources now. I hope it's finally enough
All in all, i really like Ashling as general. Her biggest advantage are the casting cost - it allows to have a decklist with a high mana curve without the normal count of inconsistency.
I cut many cards with only players or creatures as target. They are not enough some kind of buisness cards and with the new space - i play the hole bunch of artifact mana sources to make the deck faster. Also, there are more bombs with recurring damage-sources. This deck should not lack possibilities to spend mana for damage.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
One of the biggest advantages is the ability of Ashling, because you will never have dead mana open. So here comes the list:
37 Mountain
1 Keldon Megaliths
//the general
1 Ashling the Pilgrim
//cc1
1 Earthquake
1 Rolling Earthquake
1 Cursed Scroll
1 Lightning Bolt
1 Seal of Fire
1 Chain Lightning
1 Grim Lavamancer
1 Mogg Fanatic
1 Bloodfire Dwarf
1 Keeper of Kookus
1 Genju of the Spires
//cc2
1 Breath of Darigaaz
1 Volcanic Spray
1 Molten Disaster
1 Fault Line
1 Price of Progress
1 Magma Jet
1 Keldon Marauders
1 Stigma Lasher
1 Thick-Skinned Goblin
1 Sun Droplet
1 Braid of Fire
1 Arc Lightning
1 Flamebreak
1 Volcanic Fallout
1 Steam Blast
1 Sulfuric Vortex
1 Pulse of the Forge
1 Hammer of Bogardan
1 Rift Bolt
1 Barbed Lightning
1 Blood Moon
1 Sword of Fire and Ice
1 Ghitu Slinger
//cc4
1 Violent Eruption
1 Sulfurous Blast
1 Goblin Charbelcher
1 Collapsing Borders
1 Ruination
1 Flametongue Kavu
1 Bloodfire Kavu
1 Akki Lavarunner
//cc5
1 Incendiary Command
1 Cave-In
1 Lightning Surge
1 Chandra Nalaar
1 Ingot Chewer
1 Arc-Slogger
1 Caldera Hellion
1 Magmasaur
1 Magma Phoenix
1 Shard Phoenix
1 Beasts of Bogardan
1 Subterranean Spirit
1 Spitebellows
1 Flameblast Dragon
1 Crater Hellion
//cc7
1 Fire Tempest
1 Inferno
1 Flame Wave
1 Thunder Dragon
I summarize the most important groups...
1) Areadamage. Most spells here deals damage to creatures (and players). This spells are important to kill weenies/tribals, so that the opponent(s) will not overextend or i can generate huge cardadvantage. The spells are efficient, because they do two jobs (damage to creatures and damage to players).
2) Recursive damage. These spells have mechanics to provide several uses. The deal is to compansate the lack of draw in this deck.
3) Creatures with direct damage. Most of them are never dead and it's no huge waste to sweep them later or they are resistent.
4) Creatures with areadamage. Most of them are not effecient or fast, but they fit the damagepuzzle of the deck.
5) Last but not least, there are some creatures with protection from red.
So, here are some questions:
1) Manacurve to high?
2) Do i need a higher landcount?
3) Should i play more weenies (maybe goblins) and less areadamage-spells?
4) What cards do you miss?
Please note, that i play with normal highlander bannings.
Planar Portal will get you whatever card you want. I'd suggest running less Seal of Fire, Lightning Bolt, and other 1 for 1 effects and run more quality cards. Ashling will do the damage for you... unless it's put on the bottom or Faith's Fetters. Just try to keep mana up when they can reach mana for those spells. You never want to miss a land drop with Ashling... like I said, she can do it all herself.
*Mayreturn*
I have some EDH cards and rare Magic basic lands (APAC, EURO, ARENA, etc) so message me if you're looking.
Number of members banned after I posted a BTR: 7
Looking for honest buyers, sellers, and traders.
in HIghlander can you play with Snow-Covered Lands as basics? if so you should move to snow covered mountains and then add Skred, Scrying Sheets, Mouth of Ronom, if not ignore me
Maybe a short explanation? ^^
I think Furnace of Rath is to dangerous. You play it turn 4 in this deck without defence and then the opponents weenies can just race to fast. So you just need a sweeper before - and then the card is some kind of lock-piece. Do i need this? Maybe yes, because it helps to kill fattis and makes the game faster...
Similar with Repercussion. But i see more synergy with this deck, because it runs only few creatures... Is it worth to waste turn 3 with this spell? What would you cut?
Yeah, there is a small problem - i want to play this deck in Highlander and EDH, too. So the deck must work without Ashling. This is not only because of the price ^^ I thought it would be a good idea to have a consistent deck with no dependance on one card. To the artifact mana... I only have Braid of Fire - just very strong in this deck, there is always something, where the mana can go in. Sol Ring is banned in Highlander. Powerstone, Dynamo, Lotus, and both Gauntlets seems interessting, yes - but i have questions:
a) Is it not a big drawback, to have such terrible topdecks in a deck without manipulation?
b) What would you cut for this five cards?
c) Maybe you can tell me: Would you play mana artifacts and a 37+ landcount in Highlander, too?
I will try it. What would you cut for it?
Good idea, Sheets is really good - thanks
[CARD]
Shivan Gorge
[/CARD]
[CARD]
Barbarian Ring
[/CARD]
As for what to cut to make room for Starstorm, I would work on Phasing out targeted damage, things like Seal of Fire and such. I so think Furnace is way to risky, but Reprocussion is amazing with all your sweepers, I mean Rolling Earthquake for 5, and then they take 5 for each creature too? brutal lol
you might also wanna look at some answers to deal with Pro:Red, things such as Ghost Flame. Maybe adding Icy Manipulator to deal with Akroma, Angel of Wrath and other pains in arse's
I will keep an eye on this thread, only because I am taking a key fromyou and building a mono blue edh/highlander so I have one in the same
Furnace is straight forward. Double damage, what red player doesn't love 6 damage lightning bolts? Or dealing double damage with your general when she hits critical mass.
Repercussion is the coup de gras though. When the furnace is out with this card it might as well say, "deal quad damage to your opponents if they have creatures in play". Say I lightning bolt someone's elf. It takes 6, and the controller takes 12 because Repercussion is re-dealing that damage.
In a hypothetical situation where you have both cards in play and 2 counters on Ashling with enough mana to add 3 and explode her:
- Opponent 1 has 3 creatures, Opponent 2 has a swarm of 12 tokens, Opponent 3 has 2 creatures. You have Ashling.
- Upon blowing up, Ashling does 10 damage to everything. O1's creatures take 10 each and O1 himself takes 70 damage. O2 takes 250 damage and O3 takes 50.
- You take 30 damage. enough to live if you're close to unscathed. Or if you had a sac outlet, you could reduce that by 10.
I'm a fan of blowing everything up and making things as crazy as possible even if it means I die in the process.
Mogg fanatic can be cut. He's ok as a chump blocker but not very good in edh.
Most weenies, unless pumped though anthem effects, are usually a waste unless they does something miraculous to win you the game. I don't see Keeper of kookus doing that unless 1/1 pro red is continuously blocking an opponent's red non-flying general.
Not saying its a bad idea, but in a 8 player game...when you drop the furnace you better do something right then and there...are you pass to 7 other players that wanna kill you too
Isn't the fun of the game taking big risks though? What red player plays it safe?
there are really good impressions from you, thanks! My list is now at this point:
34 Snow-Covered Mountain
1 Scrying Sheets
1 Keldon Megaliths
1 Shivan Gorge
1 Thawing Glaciers
//cc1
1 Earthquake
1 Rolling Earthquake
1 Cursed Scroll
1 Lightning Bolt
1 Seal of Fire
1 Grim Lavamancer
1 Mogg Fanatic
1 Bloodfire Dwarf
1 Pyrite Spellbomb
1 Genju of the Spires
//cc2
1 Breath of Darigaaz
1 Volcanic Spray
1 Molten Disaster
1 Fault Line
1 Price of Progress
1 Magma Jet
1 Stigma Lasher
1 Ashling the Pilgrim
1 Sun Droplet
1 Braid of Fire
1 Arc Lightning
1 Flamebreak
1 Volcanic Fallout
1 Steam Blast
1 Sulfuric Vortex
1 Pulse of the Forge
1 Hammer of Bogardan
1 Rift Bolt
1 Barbed Lightning
1 Honden of Infinite Rage
1 Blood Moon
1 Repercussion
1 Worn Powerstone
1 Sword of Fire and Ice
1 Ghitu Slinger
//cc4
1 Violent Eruption
1 Sulfurous Blast
1 Goblin Charbelcher
1 Ruination
1 Thran Dynamo
1 Flametongue Kavu
1 Bloodfire Kavu
1 Akki Lavarunner
1 Incendiary Command
1 Cave-In
1 Lightning Surge
1 Chandra Nalaar
1 Ingot Chewer
1 Arc-Slogger
1 Caldera Hellion
1 Magmasaur
1 Magma Phoenix
1 Shard Phoenix
1 Subterranean Spirit
1 Gilded Lotus
//cc6
1 Spitebellows
1 Flameblast Dragon
1 Crater Hellion
//cc7
1 Fire Tempest
1 Inferno
1 Flame Wave
1 Thunder Dragon
So these cards are kicked, because they have near to zero impact and are to ineffecient or they have drawbacks:
1 Chain Lightning - Rift Bolt can be played with delay to combine it with another burnspell.
1 Keeper of Kookus
1 Keldon Marauders
1 Thick-Skinned Goblin
1 Beasts of Bogardan
Here are the new cards:
Pyrite Spellbomb: Added, because Seal of Fire is really nice in this deck. I play multiplayer with this deck and Seal/Spellbomb in game is often nice, because weenies of opponents don't want to run into it, so that they attack other players. Also, it can stay in game and be activated after another burnspell to do lethal damage.
Repercussion: So, most creatures i play are only temporary or have protection - it has no big drawback and first testing was nice.
Worn Powerstone, Thran Dynamo, Gilded Lotus: Other mana artifacts are not worth it i think. Together with 38 lands and Braid of Fire, i run 42 mana sources now. I hope it's finally enough
All in all, i really like Ashling as general. Her biggest advantage are the casting cost - it allows to have a decklist with a high mana curve without the normal count of inconsistency.
Thunderbolt - kills a lot of flying threats that your earthquake effects don't address, least of which is Zur, one of the most annoying generals ever.
Lightning Dart - again, kills zur and also kills most blue/white generals, yet still does enough damage to answer Roffellos.
Spitting Earth, Seismic Strike - Skred is good removal. These accomplish the exact same thing, 90% of the time
magus of the moon
Fledgling Dragon
Wildfire
32 Snow-Covered Mountain
1 Scrying Sheets
1 Keldon Megaliths
1 Shivan Gorge
1 Thawing Glaciers
//acceleration
1 Braid of Fire
1 Mind Stone
1 Prismatic Lens
1 Worn Powerstone
1 Thran Dynamo
1 Sisay's Ring
1 Ur-Golem's Eye
1 Gauntlet of Might
1 Gauntlet of Power
1 Gilded Lotus
//cc1
1 Cursed Scroll
1 Earthquake
1 Rolling Earthquake
1 Firebolt
1 Mogg Fanatic
1 Bloodfire Dwarf
1 Seal of Fire
1 Pyrite Spellbomb
1 Genju of the Spires
1 Breath of Darigaaz
1 Volcanic Spray
1 Molten Disaster
1 Fault Line
1 Price of Progress
1 Stigma Lasher
1 Ashling the Pilgrim
1 Sun Droplet
//cc3
1 Thunderblade Charge
1 Flamebreak
1 Volcanic Fallout
1 Steam Blast
1 Sulfuric Vortex
1 Pulse of the Forge
1 Hammer of Bogardan
1 Rift Bolt
1 Honden of Infinite Rage
1 Blood Moon
1 Repercussion
//cc4
1 Sulfurous Blast
1 Goblin Charbelcher
1 Ruination
//cc5
1 Incendiary Command
1 Cave-In
1 Lightning Surge
1 Blockbuster
1 Chandra Nalaar
1 Kumano, Master Yamabushi
1 Arc-Slogger
1 Magmasaur
1 Magma Phoenix
1 Shard Phoenix
1 Subterranean Spirit
1 Spitebellows
1 Flameblast Dragon
1 Hammerfist Giant
//cc7
1 Fire Tempest
1 Inferno
1 Flame Wave
1 Shivan Hellkite
1 Magma Giant
//c8
1 Scourge of Kher Ridges
1 Bogardan Hellkite
1 Ashen Firebeast
1 Bloodfire Colossus
I cut many cards with only players or creatures as target. They are not enough some kind of buisness cards and with the new space - i play the hole bunch of artifact mana sources to make the deck faster. Also, there are more bombs with recurring damage-sources. This deck should not lack possibilities to spend mana for damage.