Welcome to the "Living End" Primer. This deck is a very easy-to-play combo deck that is very budgeted yet competitive.
Idea of the deck:
Don't play anything in your deck with a CMC (converted mana cost) of 2 or less, besides lands. Start cycling creatures, such as monstrous carabid, architects of will, and street wraith. Then cast a spell with cascade (with a CMC of 3), such as violent outburst, and start flipping cards. Because you were careful not to put any cards with a CMC of two or less, you can't hit anything besides living end. This causes you to put all the creatures in your grave onto the field, and destroy all your opponent's creatures. With architects of will, you can also attempt to minimize your opponent's answers. Then you attack with all your dudes, and win.
Decklists
This list I just threw together; I'm not positive if it's the optimal list (I did look at daily results). As i test and get more info, I will improve this list and the primer. Again, help is appreciated.
In addition to the cards in the list above, here are some good / popular cards that can be run.
kitchen finks - meta filled with aggro? well, here is your man. 3 mana guy that gains you approx. 9 life from it's ability and blocking. and then you get to bring him back with living end, and gain more. also, if he was on the field with no counters on him, and you combo off, he will still persist and stay there with a counter.
beast within - vindicate at instant speed. the 3/3 is quite irrelevant; it dies when you combo.
Trinisphere seems mighty questionable in the sideboard.
I've been having a lot of success with Beast Within in the maindeck. Not only is it "Destroy target permanent" at instant speed (making it quite good against a control opponent intending to leave mana up for a counterspell) for three with no considerable drawback since Living End will wipe out the token, it provides a target for Demonic Dread.
My proto-list for the deck (manabase and cyclers ripped off of Travis Woo's GP top eight list):
Trinisphere seems mighty questionable in the sideboard.
I've been having a lot of success with Beast Within in the maindeck. Not only is it "Destroy target permanent" at instant speed for three with no considerable drawback for the deck, it provides a target for Demonic Dread.
i do need help on the sideboard. i just threw the sphere in.
beast within does sound good... what should i take out MB? and how would you do the sdbd?
also, any obv. matchup analysis you know of off the top of your head would be great.
With sphere down, you'd need 6 mana to go off - 3 to cascade, and 3 to cast living end because you're paying 0 for it.
Also, with Valakut, 12-post and hexdepths decks dead, I don't think Fulminator Mage is needed in the MD anymore. I'd relegate it to a 2-3 of in the side.
Next, if End can stay strong, I'd look into wispmares to take down leylines in the same way ingot chewer can force crypts.
Now, its gonna need some tweaking. Mindbreak Trap is gonna be less important with the storm decks partly neutered. Fulminator Mages are probably dropping to the side, but overall, I was happy with it before the bannings.
ahh, yes, i see your point. thanks for list and input!
lol @ story. i think that even happened in a grand prix sometime recently if i'm not mistaken, and it was close to top 64 / 16. the poor guy just didn't understand the interaction between sphere and fow.
With sphere down, you'd need 6 mana to go off - 3 to cascade, and 3 to cast living end because you're paying 0 for it.
Also, with Valakut, 12-post and hexdepths decks dead, I don't think Fulminator Mage is needed in the MD anymore. I'd relegate it to a 2-3 of in the side.
Next, if End can stay strong, I'd look into wispmares to take down leylines in the same way ingot chewer can force crypts.
Now, its gonna need some tweaking. Mindbreak Trap is gonna be less important with the storm decks partly neutered. Fulminator Mages are probably dropping to the side, but overall, I was happy with it before the bannings.
I'm pretty sure Ingot Chewer isn't necessary in the maindeck, especially when you consider we have Beast Within right now, which I'm positive is going to be a mainstay. The same is true I've found, although to a lesser extent, for Shriekmaw, since we absolutely stomp any form of aggro, especially ones without burn spells. While it's nice to free up sideboarding slots by playing the former, I think the maindeck should be as streamlined as possible. I don't necessarily think Shriekmaw should be cut in the main, but I'm positive Ingot Chewer should.
I'm also still liking Fulminator Mage in the maindeck even though Cloudpost is gone. It's excellent against control pre-Living End (and probably Jund as well), provides a target for Demonic Dread, and is quite good at sealing the deal after a Living End.
As for the sideboard, we really need to define how many slots we're gonna require for each need, and what cards will fill in those slots. The categories in my mind are: anti-aggro, anti-combo, anti-control, anti-grave hate, and anti-combo hate (probably Chalice of the Void at zero). Aggro will only need four at most, and I think I'm liking Kitchen Finks in that slot, mostly because of how it deals with burn spells, in addition to its synergy with Living End. I don't know yet what we're gonna need for the anti-combo slots as I don't know what the prominent combo deck(s) will be. The only options I can think of off of the top of my head for that slot are Cranial Extraction/Memoricide/Thought Hemorrhage or Mindbreak Trap. Combo seems like a somewhat shaky matchup, so these slots will definitely be of importance. Initially, I'm liking the idea of boarding in a random good on-color planeswalker against control. Liliana of the Veil seems alright since she only costs three and has some synergistic abilities, but Garruk Wildspeaker or Garruk Relentless might be better since they actually provide a clock. I think Ingot Chewer and Wispmare (along with a maindeck shockland or two that can tap for white) should take care of the anti-grave slots nicely. I don't even necessarily think anti-grave hate is a huge issue since unless they're clocking us, we can just hardcast our fatties with a Wheel of Sun and Moon or Leyline of the Void in play (Beast Within is also sweet here). Ingot Chewer should fit the anti-combo hate slot nicely since it has many uses besides killing off Chalice.
I can't decide on how to split up the final six cyclers, Jungle Weaver and Architects of Will (although, Igneous Pouncer, Ridge Rannet, and even Jhessian Zombies, Pale Recluse, Twised Abomination, and Viscera Dragger shouldn't be left out of the discussion). Weaver is a much better beater post-End, can block nearly every manland in existence that would have survived Living End if you're at a low life total, and doesn't require colored mana, but Architects only costs one to cycle (although it's only black mana) and actually has a relevant Fatesealing-esque CIP ability. I have it at 3/3 right now, but I'm sure I'll know which one to bump up to four in due time (heavily leaning towards Architects).
So, with all of that in mind, here's another preliminary take on the decklist to test out:
Beast Within might just be good enough to scrap Wispmare; this line also has the benefit of making the manabase less painful. I'd consider putting in two Shriekmaws in that slot if one were to do so.
EDIT: I suppose I forgot to mention Choke, which did indeed get reprinted in 8th edition (I remember using it back in Mirrodin/Kami Standard). Definitely seems like it could warrant some testing in that Garruk slot.
Urborg can be a 1 of in the deck for mana fixing and because Street Wraith has Swampwalk.
Verdant Catacombs into Basic land or Ravnica Shocklands are a good play as well. The deck thinning theory of Fetchlands is one I have not agreed with in Standard while it was in Standard, but other formats can abuse this theory because we are going through our deck fast and want as little land as possible with the maximum amount of mana fixing.
The most important time to play land is our turn 1-4, so our lands must be able to be used throughout that time. I have seen good results with Copperline Gorge and Blackcleave Cliffs, but I haven't tried City of Brass, Gemstone Mine, or Exotic Orchard in here as well.
Hoping to put a decklist like this one together soon, my only change would probably be -1 Orchard, +1 Overgrown Tomb to maximize the fetchlands' utility.
This deck needs more beast withins, if you use it before going off the drawback doesn't even exist...
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This deck needs more beast withins, if you use it before going off the drawback doesn't even exist...
Exactly the conclusion I was coming to; an instant-speed Vindicate with no serious drawback is nuts. I don't know if running a playset is for sure correct (although I'm pretty positive it is), but there should definitely be multiples.
Also, @that Philly PT list- Simian Spirit Guide seems pretty bad in Living End. This isn't Hypergenesis where we're trying to go off as fast as possible, since going off turn two won't maximize the potency of a Living End. Brindle Boar seems alright though, might even be better than Kitchen Finks (not completely sure).
as for flame acolytes... they can get in a few extra points, but they don't draw you a card, which stinks. most of the time you've pretty much won anyways when you cascade into the living end.
Do you think Splinterfright could be a viable card for this deck. Just dropping this guy after you've cycled some of your dudes could win you the game and can hold back aggro decks.
Do you think Splinterfright could be a viable card for this deck. Just dropping this guy after you've cycled some of your dudes could win you the game and can hold back aggro decks.
i'm not sure that it is what the deck is trying to do. maybe in some lists, but for the most part i don't think it is that great.
I guess Shriekmaw takes off early game pressure so that you don't have to be
forced to living end too early in order to survive a rush of zoo creatures. Plus the evasion is relevant and it's a useful creature to draw after you used living end.
Against relic you can invoke ingot chewer before you start cycling,invoke ingot and when they activate relic instant speed the violent outburst, or krosan grip it (useful in the splinter twin matchup too).
This card will be the worst rare in RTR and less remembered than skaab ruibator in three months. It struggles to be on the same power level as mass of ghouls, even in limited.
That its not simply "not good enough for competitive", or underpowered. But that this is offensively bad, the real stinker tier.
Still, my best evaluation is that its approximately on the same power level as a 4/4 for 4 vanilla beater.
How are you guys doing against cards like relic of progenitus?
Shriekmaw will destroy opponent's creatures that were in their graveyard when you living end.
Inner flame acolyte is not very good as it takes up slots and your creatures should be attacking with pseudo-haste anyways if you outburst at the end of opponent's turn.
Winner of the SCG Invitational, Somerset, NJ, Jul 26-28, 2013
Top 8 of SCG Invitational, Las Vegas, NV, Dec 13-15, 2013
Top 8 of SCG Invitational, Somerset, NJ, Aug 28-30, 2015
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I've been playing this deck a lot on MTGO against post ban matchups and Damping Matrix is insane in the SB. I basically bring it in against everything gms 2 and 3. Obviously affinity is already a good matchup, but without plating and ravager its just a bye. Matrix also shuts down relic and crypt, as well as vial, and all equipment. Basically you bring it in so you don't loose to relic and crypt and it ends up just winning you games by making vial decks slower. Also, I've found that Leyline of the Void is pretty bad. There aren't a whole lot of mirrors and its just a win more in the majority of other matchups. Plus there is nothing worse in this deck than drawing leyline (or multiple leylines) after turn zero, except for drawing all of your living ends. Macabre is way better, since yanking 2 cards out of an opponents yard is usually all youl need to win even if its your second living end. Lastly I've found Shriekmaw to be kind of bad. It can certainly help in some situations but most of the time the decks you would need this against (Zoo, creature decks that are potentially faster than you) arn't actually faster than you, and if you're really under that much pressure you can just t3 cascade and win with only 2 or 3 guys in the yard.
Nice idea on damping matrix. How many would you run though. And you dont cycle at all until you get it? I figured krosan grip would do the same thing against a singleton tormods crypt or relic.
This card will be the worst rare in RTR and less remembered than skaab ruibator in three months. It struggles to be on the same power level as mass of ghouls, even in limited.
That its not simply "not good enough for competitive", or underpowered. But that this is offensively bad, the real stinker tier.
Still, my best evaluation is that its approximately on the same power level as a 4/4 for 4 vanilla beater.
I'm running 4 beast within, 3 maelstrom pulse in my 75 and would never take one out. I've never found leylines to be a problem. If you see one T1, just wait until you get rid of it, then start cycling away
I also run 4 beast within main but krosan grip is my go to card against the hate in the sb. Takes care of ethersworn canonist, tormod's crypt, relic of progenitus, leyline etc.
I have a question about faerie macabre. If my pyromancer opponent serum visions and it resolves in order to hit the graveyard, can I faerie macabre before he uses a 2nd serum visions or does he have priority. And I guess if I living end and ravager sacs everything in response, I can faerie macabre to remove ravager and co before living end resolves?
This card will be the worst rare in RTR and less remembered than skaab ruibator in three months. It struggles to be on the same power level as mass of ghouls, even in limited.
That its not simply "not good enough for competitive", or underpowered. But that this is offensively bad, the real stinker tier.
Still, my best evaluation is that its approximately on the same power level as a 4/4 for 4 vanilla beater.
I have a question about faerie macabre. If my pyromancer opponent serum visions and it resolves in order to hit the graveyard, can I faerie macabre before he uses a 2nd serum visions or does he have priority.
After the first Serum Visions resolves, he'll get priority first since he's the active player, allowing him to cast a second before you have a change to use Faerie Macabre
And I guess if I living end and ravager sacs everything in response, I can faerie macabre to remove ravager and co before living end resolves?
This you can do. After all the sacrifice effects resolve, Living End will be next on the stack, and you'll have a chance to activate abilities before it resolves.
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Winner of the SCG Invitational, Somerset, NJ, Jul 26-28, 2013
Top 8 of SCG Invitational, Las Vegas, NV, Dec 13-15, 2013
Top 8 of SCG Invitational, Somerset, NJ, Aug 28-30, 2015
Winner of SCG Worcester Team Sealed Open with Gerard Fabiano and Curtis Sheu, September 28, 2013
Updated 10/26/11
Welcome to the "Living End" Primer. This deck is a very easy-to-play combo deck that is very budgeted yet competitive.
Idea of the deck:
Don't play anything in your deck with a CMC (converted mana cost) of 2 or less, besides lands. Start cycling creatures, such as monstrous carabid, architects of will, and street wraith. Then cast a spell with cascade (with a CMC of 3), such as violent outburst, and start flipping cards. Because you were careful not to put any cards with a CMC of two or less, you can't hit anything besides living end. This causes you to put all the creatures in your grave onto the field, and destroy all your opponent's creatures. With architects of will, you can also attempt to minimize your opponent's answers. Then you attack with all your dudes, and win.
Decklists
This list I just threw together; I'm not positive if it's the optimal list (I did look at daily results). As i test and get more info, I will improve this list and the primer. Again, help is appreciated.
4x violent outburst
4x demonic dread
3x living end
4x street wraith
4x monstrous carabid
4x architects of will
4x deadshot minotaur
4x fulminator mage
3x jungle weaver
3x shriekmaw
4x verdant catacombs
2x overgrown tomb
1x blood crypt
1x stomping grounds
3x blackcleave cliffs
3x copperline gorge
2x swamp
2x mountain
2x forest
3x ignot chewer
1x shriekmaw
4x ricochet trap
4x firespout
3x memoricide
Card Options
(Work in Progress)
In addition to the cards in the list above, here are some good / popular cards that can be run.
kitchen finks - meta filled with aggro? well, here is your man. 3 mana guy that gains you approx. 9 life from it's ability and blocking. and then you get to bring him back with living end, and gain more. also, if he was on the field with no counters on him, and you combo off, he will still persist and stay there with a counter.
beast within - vindicate at instant speed. the 3/3 is quite irrelevant; it dies when you combo.
Matchups
Soon to come!
I've been having a lot of success with Beast Within in the maindeck. Not only is it "Destroy target permanent" at instant speed (making it quite good against a control opponent intending to leave mana up for a counterspell) for three with no considerable drawback since Living End will wipe out the token, it provides a target for Demonic Dread.
My proto-list for the deck (manabase and cyclers ripped off of Travis Woo's GP top eight list):
2 Arid Mesa
1 Blood Crypt
2 Forest
3 Mountain
1 Overgrown Tomb
2 Scalding Tarn
1 Stomping Ground
3 Swamp
4 Verdant Catacombs
4 Deadshot Minotaur
4 Fulminator Mage
4 Jungle Weaver
4 Monstrous Carabid
4 Street Wraith
4 Valley Rannet
2 Shriekmaw
4 Demonic Dread
3 Living End
4 Violent Outburst
4 Beast Within
SB:
4 Kitchen Finks
2 Shriekmaw
2 Thought Hemorrhage
3 Ingot Chewer
3 Liliana of the Veil
1 Living End
i do need help on the sideboard. i just threw the sphere in.
beast within does sound good... what should i take out MB? and how would you do the sdbd?
also, any obv. matchup analysis you know of off the top of your head would be great.
ahh, yes, i see your point. thanks for list and input!
I'm pretty sure Ingot Chewer isn't necessary in the maindeck, especially when you consider we have Beast Within right now, which I'm positive is going to be a mainstay. The same is true I've found, although to a lesser extent, for Shriekmaw, since we absolutely stomp any form of aggro, especially ones without burn spells. While it's nice to free up sideboarding slots by playing the former, I think the maindeck should be as streamlined as possible. I don't necessarily think Shriekmaw should be cut in the main, but I'm positive Ingot Chewer should.
I'm also still liking Fulminator Mage in the maindeck even though Cloudpost is gone. It's excellent against control pre-Living End (and probably Jund as well), provides a target for Demonic Dread, and is quite good at sealing the deal after a Living End.
As for the sideboard, we really need to define how many slots we're gonna require for each need, and what cards will fill in those slots. The categories in my mind are: anti-aggro, anti-combo, anti-control, anti-grave hate, and anti-combo hate (probably Chalice of the Void at zero). Aggro will only need four at most, and I think I'm liking Kitchen Finks in that slot, mostly because of how it deals with burn spells, in addition to its synergy with Living End. I don't know yet what we're gonna need for the anti-combo slots as I don't know what the prominent combo deck(s) will be. The only options I can think of off of the top of my head for that slot are Cranial Extraction/Memoricide/Thought Hemorrhage or Mindbreak Trap. Combo seems like a somewhat shaky matchup, so these slots will definitely be of importance. Initially, I'm liking the idea of boarding in a random good on-color planeswalker against control. Liliana of the Veil seems alright since she only costs three and has some synergistic abilities, but Garruk Wildspeaker or Garruk Relentless might be better since they actually provide a clock. I think Ingot Chewer and Wispmare (along with a maindeck shockland or two that can tap for white) should take care of the anti-grave slots nicely. I don't even necessarily think anti-grave hate is a huge issue since unless they're clocking us, we can just hardcast our fatties with a Wheel of Sun and Moon or Leyline of the Void in play (Beast Within is also sweet here). Ingot Chewer should fit the anti-combo hate slot nicely since it has many uses besides killing off Chalice.
I can't decide on how to split up the final six cyclers, Jungle Weaver and Architects of Will (although, Igneous Pouncer, Ridge Rannet, and even Jhessian Zombies, Pale Recluse, Twised Abomination, and Viscera Dragger shouldn't be left out of the discussion). Weaver is a much better beater post-End, can block nearly every manland in existence that would have survived Living End if you're at a low life total, and doesn't require colored mana, but Architects only costs one to cycle (although it's only black mana) and actually has a relevant Fatesealing-esque CIP ability. I have it at 3/3 right now, but I'm sure I'll know which one to bump up to four in due time (heavily leaning towards Architects).
So, with all of that in mind, here's another preliminary take on the decklist to test out:
4 Arid Mesa
4 Verdant Catacombs
1 Blood Crypt
1 Stomping Ground
1 Overgrown Tomb
1 Godless Shrine
1 Sacred Foundry
2 Mountain
2 Forest
2 Swamp
4 Fulminator Mage
4 Street Wraith
4 Deadshot Minotaur
4 Monstrous Carabid
4 Valley Rannet
3 Jungle Weaver
3 Architects of Will
Non-creatures (15)
4 Beast Within
4 Demonic Dread
4 Violent Outburst
3 Living End
3 Ingot Chewer
4 Kitchen Finks
3 Garruk Wildspeaker
3 Cranial Extraction
2 Wispmare
Beast Within might just be good enough to scrap Wispmare; this line also has the benefit of making the manabase less painful. I'd consider putting in two Shriekmaws in that slot if one were to do so.
EDIT: I suppose I forgot to mention Choke, which did indeed get reprinted in 8th edition (I remember using it back in Mirrodin/Kami Standard). Definitely seems like it could warrant some testing in that Garruk slot.
The Lands are hard to list because there are so many lands to choose from.
This is what I have got for Jund Colored Lands:
Blood Crypt
Stomping Ground
Karplusan Forest
Llanowar Wastes
Sulfurous Springs
Dragonskull Summit
Rootbound Crag
Fire-lit Thicket
Graven Cairns
Blackcleave Cliffs
Copperline Gorge
Wooded Cemetary
Verdant Catacombs
City of Brass
Forbidden Orchard
Tendo Ice Bridge
Gemstone Mine
Urborg, Tomb of Yawgmoth
Forest
Mountain
Swamp
The land base can be quite diverse, but it can be reduced to a few cards.
Basic Lands are necessary: Path to Exile and Ghost Quarter. I would suggest a minimum of 4 basic lands.
Urborg can be a 1 of in the deck for mana fixing and because Street Wraith has Swampwalk.
Verdant Catacombs into Basic land or Ravnica Shocklands are a good play as well. The deck thinning theory of Fetchlands is one I have not agreed with in Standard while it was in Standard, but other formats can abuse this theory because we are going through our deck fast and want as little land as possible with the maximum amount of mana fixing.
The most important time to play land is our turn 1-4, so our lands must be able to be used throughout that time. I have seen good results with Copperline Gorge and Blackcleave Cliffs, but I haven't tried City of Brass, Gemstone Mine, or Exotic Orchard in here as well.
1 Blood Crypt
4 Copperline Gorge
3 Forbidden Orchard
2 Forest
2 Swamp
3 Verdant Catacombs
4 Architects of Will
2 Avalanche Riders
4 Deadshot Minotaur
4 Fulminator Mage
2 Ingot Chewer
4 Monstrous Carabid
4 Simian Spirit Guide
4 Street Wraith
4 Demonic Dread
3 Living End
4 Violent Outburst
2 Brindle Boar
3 Choke
2 Ingot Chewer
3 Leyline of the Void
3 Mindbreak Trap
2 Shriekmaw
Hoping to put a decklist like this one together soon, my only change would probably be -1 Orchard, +1 Overgrown Tomb to maximize the fetchlands' utility.
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Modern: :symr::symu: UR Pyro-Faeries :symu::symr:
EDH Decks:
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Best Reminder text ever:
Warrior's Oath
RRTake another turn after this one.
At the end of that turn, you lose the game.
(YOU DON'T LOSE IF YOU'VE ALREADY WON.)
Check out my Lotuses
Formerly Jersam515.
Exactly the conclusion I was coming to; an instant-speed Vindicate with no serious drawback is nuts. I don't know if running a playset is for sure correct (although I'm pretty positive it is), but there should definitely be multiples.
Also, @that Philly PT list- Simian Spirit Guide seems pretty bad in Living End. This isn't Hypergenesis where we're trying to go off as fast as possible, since going off turn two won't maximize the potency of a Living End. Brindle Boar seems alright though, might even be better than Kitchen Finks (not completely sure).
as for flame acolytes... they can get in a few extra points, but they don't draw you a card, which stinks. most of the time you've pretty much won anyways when you cascade into the living end.
as for sdbd, ricochet trap is really, really, really, really nice.
i'm not sure that it is what the deck is trying to do. maybe in some lists, but for the most part i don't think it is that great.
Also, inner-flame acolyte ?
How are you guys doing against cards like relic of progenitus?
@Argetlam
I dont think this is a card you want to run. As they will just discard a bomb and get it back when you living end.
My errata'd commons cube
forced to living end too early in order to survive a rush of zoo creatures. Plus the evasion is relevant and it's a useful creature to draw after you used living end.
Against relic you can invoke ingot chewer before you start cycling,invoke ingot and when they activate relic instant speed the violent outburst, or krosan grip it (useful in the splinter twin matchup too).
Shriekmaw will destroy opponent's creatures that were in their graveyard when you living end.
Inner flame acolyte is not very good as it takes up slots and your creatures should be attacking with pseudo-haste anyways if you outburst at the end of opponent's turn.
Plus, Shriekmaw can't hit most of our creatures anyway, as they are mostly black. The only commonly played guys that it hits are Deadshot Minotaur, Jungle Weaver, and Ingot Chewer.
Top 8 of SCG Invitational, Las Vegas, NV, Dec 13-15, 2013
Top 8 of SCG Invitational, Somerset, NJ, Aug 28-30, 2015
Winner of SCG Worcester Team Sealed Open with Gerard Fabiano and Curtis Sheu, September 28, 2013
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I'm running 4 beast within, 3 maelstrom pulse in my 75 and would never take one out. I've never found leylines to be a problem. If you see one T1, just wait until you get rid of it, then start cycling away
I have a question about faerie macabre. If my pyromancer opponent serum visions and it resolves in order to hit the graveyard, can I faerie macabre before he uses a 2nd serum visions or does he have priority. And I guess if I living end and ravager sacs everything in response, I can faerie macabre to remove ravager and co before living end resolves?
After the first Serum Visions resolves, he'll get priority first since he's the active player, allowing him to cast a second before you have a change to use Faerie Macabre
This you can do. After all the sacrifice effects resolve, Living End will be next on the stack, and you'll have a chance to activate abilities before it resolves.
Top 8 of SCG Invitational, Las Vegas, NV, Dec 13-15, 2013
Top 8 of SCG Invitational, Somerset, NJ, Aug 28-30, 2015
Winner of SCG Worcester Team Sealed Open with Gerard Fabiano and Curtis Sheu, September 28, 2013
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