only use ur nukes if you are going to die without. do not be that guy who wraths for everyone else only to be mass attacked/killed later. if there is a fatty on the table, let someone else deal with it. be sure to talk a paragraph of smack before devastation utterly destroys the table while kaalia of the vast dispatches the few remnants of survivors. keep in mind you have plenty of deterents such as barter in blood, comet storm to keep attackers going somewhere else. someone railing you every turn? hardcast steel hellkite and see if he doesnt attk elsewhere next turn. again, do not blow everything up unless you have 1) the game will end because you have utter board control 2) the whole table hates you because you have kaalia and they dont
good stuff only. no mediocre angels, demons, dragons that dont win you the game in a few hits. the enchants: every single enchant can single handedly win you the game, essentially you need to protect at all cost. only one of your nukes inherently destroys your enchants! also, be cautious when dropping pain enchants. typically, if the table isn't aggro'd they are now. if you are in a position to nuke, a well timed enchant before nuke is gg. use wisely.
also, a majority of your creatures are designed to recover from a nuke, and i NEVER cast kaalia before i've destroyed 1) virtually all perms 2) opponents hands via myojin of night's reach. you have quite a few recursion options and ways to get to them. typically you win the long game, so use your utility to take out control decks, they are your biggest threat.
final thoughts
this deck makes ppl 'blocked' you. if you cant stand to make enemies, this probably isnt a great choice, you might try an elf deck or merfolks. if, however, you enjoy watching ppl squirm under mana barbs, kaervek the merciless and the like, you will enjoy this build tremendously! hope you have as much fun as i do
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upgrades
how to play this build
the deck
1 Graveborn Muse
1 Graven Cairns
1 Hall of the Bandit Lord
1 Flameblast Dragon
1 Boros Signet
1 Myojin of Night's Reach
1 Exotic Orchard
1 Swamp
1 Blackcleave Cliffs
1 Sulfurous Springs
1 Bogardan Hellkite
1 Vivid Meadow
1 Vicious Shadows
1 Rune-Scarred Demon
1 Hellkite Charger
2 Mountain
1 Angel of Despair
1 Promise of Power
1 Plains
1 Heartless Hidetsugu
1 Ravages of War
1 Mind's Eye
1 Swamp
1 Day of Judgment
1 Talisman of Indulgence
1 Dragon Mage
1 Bojuka Bog
1 Phyrexian Arena
1 Akroma, Angel of Wrath
1 Comet Storm
1 Plains
1 Devastation
1 Barter in Blood
1 Swamp
1 Decree of Annihilation
1 Plains
1 Impending Disaster
1 Liliana Vess
1 Orzhov Signet
1 Darksteel Ingot
1 Plains
1 Urborg, Tomb of Yawgmoth
1 Marsh Flats
1 Crucible of Worlds
1 Lightning Greaves
1 Beacon of Unrest
1 Baneslayer Angel
1 Earthquake
1 Luminarch Ascension
1 Vivid Crag
1 Dragonskull Summit
1 Mountain
1 Caves of Koilos
1 Vivid Marsh
1 Spiteful Visions
2 Swamp
1 Plains
1 Austere Command
1 Command Tower
1 Bloodstained Mire
1 Fellwar Stone
1 Catastrophe
2 Mountain
1 Manabarbs
1 Oblivion Stone
2 Swamp
1 Plains
1 Thran Dynamo
1 Terramorphic Expanse
1 Mountain
1 Temple of the False God
1 Swiftfoot Boots
1 Demonic Tutor
1 Akroma, Angel of Fury
1 Shizo, Death's Storehouse
1 Wurmcoil Engine
1 Armageddon
1 Mountain
1 Archangel of Strife
1 Hallowed Burial
1 Sorin Markov
1 Mind Stone
1 Sol Ring
1 Nezumi Graverobber
1 Steel Hellkite
1 Sensei's Divining Top
1 Jokulhaups
1 Reliquary Tower
1 Bloodchief Ascension
1 Rakdos Signet
1 Debtors' Knell
1 Iona, Shield of Emeria
1 Evolving Wilds
1 Obliterate
1 Kaalia of the Vast
explanations of card choices
also, a majority of your creatures are designed to recover from a nuke, and i NEVER cast kaalia before i've destroyed 1) virtually all perms 2) opponents hands via myojin of night's reach. you have quite a few recursion options and ways to get to them. typically you win the long game, so use your utility to take out control decks, they are your biggest threat.
final thoughts