Fluctuator, the deck cannot win without it. IT IS THE DECK!!!!!!
Cycling Creatures, there are no limits to these. If you run Pact then spread them out in small numbers.
Songs of the Damned, this card makes this deck possible. It really depends what version you play but I would generally 4 is necessary in all builds.
Lotus Petal, this card does wonders. It enables a first turn win and a consistent second turn win. This is better than Mox because you are only going to need that one mana once.
Dark Ritual, basically it is just needed. It also allows for a first turn win as well as a boost mid combo.
Consume Spirit Build:
It runs 1 Consume Spirit and 1 Drain Life (unless running Tainted Pact)
It packs at least 26 cyclers. Sometimes you'll see a few Night's Whisper for boost. Neat trick is to use all blue cyclers and throw in 1 Force of Will.
This is an optimal suicide version of Fluctuator in action.
Heres a Fluctuator deck I have been toying with for awhile.
Heres the MD
Fluctuator FTW Combo: 8
4x Fluctuator
1x Songs of the Damned
1x Consume Spirit
1x Force of Will
1x Lotus Petal
Basically all you are looking for is to play Fluctuator. Easy right? Slightly. This deck has no cards other than your 3 card combo and four Fluctuators. The rest (88%) of your deck is made up of horrible cards that just so happen to cycle for two. Come to think of it, only one of the cards in Fluctuator has ever seen tournament play, and it has never once been used to cycle.
The Mulligan:
So your gameplan is to play Fluctuator and win. But, you have no draw or tutors, removal or protection, so you will rely entirely on the mulligan strategy. Here is the secret: when you fan open your hand, you should be looking for two things; either a Fluctuator or a Blasted Landscape. If one of them is there, keep it. If not, mulligan, but only once. After your first mulligan you are essentially stuck, since you cannot afford to go down another card, potentially slowing your combo. If you don't have it after that you are a slave to the topdeck.
But why Blasted Landscape? In the absence of Fluctuator, this allows you to start cycling turn 2, simulating the draw spells that every competative combo deck runs. That way you can dig for your Fluctuator, which is no doubt hiding within the next few cards. Keep playing a land every turn, since your hand caps out at 7 anyways, and eventually you can start cycling two and then three a turn. Fluctuator is in there somewhere.
Percentages:
The two mulligan strategy works surprisingly well. Google tells me the chance of drawing a four of in your opening hand is roughly 40%. I'm no math whiz, but it doesn't take a genius to figure out that if you draw two hands, that nearly doubles your chances of finding your Fluctuator to 80%. I'll take those chances over your opponent's 40% chance of having Force any day.
How to play around hate:
You can't. Basically you must race it. But thats not hard, given the deck can combo out on turn two fairly consistently (off of that Blasted Landscape). So you're really only worried about the hate that comes down within the first two turns. Some try to side in protection, but that only weakens the combo, leaving you with a hand of Forces vs their turn 0 Leyline. I say protection is for those who don't pull out in time. This has nothing to do with Fluctuator, just a personal saying.
Here's the precise math statistics:
Chance to draw a 4-of the first time: 40%
Chance to draw it after mulliganing once: 35%
Chance to draw it when prepared to mulligan once for it (= 0.4+0.6*0.35): 61%.
Chance to draw a fluctuator turn 2/3 on the play if you don't have it yet: roughly 15% and 14%; for a combined chance of 27%.
--> total chance of having at least one fluctuator in hand turn 3 given the "mulligan once if I don't have it at first" approach: about 72% when on the play, almost 80% on the draw.
Of course, there are other issues that could prevent you from going off/cause you to fizzle, but I thought this might be helpful for anyone who dismisses the deck because it relies on a single card without tutors; that aspect isn't as crippling as one might think.
The deck plays out like this:
Mulligan untill you hit a Flux.
Play tap land go.
Play tap land or blasted landscape
Play Flux
Cycle your entire deck then play Lotus Petal
Play Songs of the damned
Play Drain Life for 20
Matchups are easy.
Aggro without any control-
This is an auto win for Flux. Gobos win turn 4 usually and I win turn 3 all the time. Zoo is an easy matchup along with Burn and Sligh.
Aggro control-
Only a hard matchup if they run Blue or Black. I know that is very general but true. I get absolutely hammered by Fish (yess i know...fish) because of their 16 counters. The Rock is hard if a Hymn or Duress hits the table. Otherwise its a cakewalk.
Other Combo-
Luck of the roll comes into play now. If IGGy Pop lays a Leyline turn 0 I'm screwed. Thats why Clear is there. I can race Veggie Tendrils, IGGy Pop, and Solidarity however their control aspects can hurt me sometimes.
Lock Down/Control-
I usually have a fairly decent matchup due to the lack of speed of the opponent. Landstilll (which still sees some play out here) isn a tough matchup because of the counter. Lockdown is tooooo slow to beat me.
You can succeed with this deck if there isn't much counter in your meta. A very cheap deck and fun to play.
Here's the Tendrils based version of the deck:
Newest Decklist:
4 Fluctuator
4 Reaping the Graves
4 Cloud of Faeries
4 Disciple of Malice
4 Disciple of Grace
4 Disciple of Law
4 Sandbar Merfolk
4 Miscalculation
4 Tendrils of Agony
4 Lotus Petal
4 Songs of the Damned
4 Dark Ritual
4 Polluted Mire
4 Blasted Landscape
4 Remote Isle
And the SB:
4 Dodecapod
3 Spoils of the Vault
2 Divert
3 Force of Will
3 Duress
Thanks you Iranon for the math, Bovinious for the help and discussion with the deck , herbig with the miniprimer, and all of you who put out ideas that didn't have to do with not playing this deck. Thanks!
Haunting Misery VS. Consume Spirit.
Haunting Misery has the efficient 1 card kill with the drawback of the additional cost to remove creatures. That means that 1 Counterspell or Force spells GG. I have played all of these decks and have really liked how a counterspell to a Consume Spirit doesn't matter as much because I usually had 40x mana in the air. I prefer Consume Spirit, but that's just me.
My favorite.......TENDRILS!!!!:D
The tendrils version is more about draw spells that get you cycling guys. Here's a list that I have been working on for quite a while now.
Newest Decklist:
4 Fluctuator
4 Reaping the Graves
20 Cyclers
4 Miscalculation
4 Tendrils of Agony
4 Lotus Petal
4 Songs of the Damned
4 Dark Ritual
4 Polluted Mire
4 Blasted Landscape
4 Remote Isle
And the SB:
4 Dodecapod
3 Spoils of the Vault
2 Divert
3 Force of Will
3 Duress
Here's how it goes
Turn 1:
Land
Turn 2:
Blasted Landscape
Cycle until you hit a wall.
Play a lotus petal.
Play a songs or 2 ritual (Just in case your next burst dosent net a lotus petal for the starting mana)
Reap your graves.
Continue cycle.
Repeat until your compleatly out.
Tendrils
(Kueson)
The list is 2 cards over but it is pretty resilient. I personally like Tendrils better because counterspell doesn't end it and stifle doesn't end it. I really like Fluctuator and I think it has lots of potential but everyone thinks it can't be a top combo deck, but when I play a first turn win, my opponent has that dumbfounded WTF???? look on their face. It's all worth it. Thanks for the help in advance. Replies will be appreciated.
Tendrils works because of the draw spells and accelerators. I usually have all 4 Fluctuator at the end of the combo and have played any combination of 6 Songs of the Damned and Dark Ritual. The main reason Tendrils is a better win is because it doesn't care about countermagic. I never have trouble getting tendrils for 20. This is where Reaping the Graves comes in real handy. It adds up the draw and storm count.
I have a deck like this on MWS, only not very polished, more of a "fun" deck.
It runs Living Death as the finisher. As one of my friends put it, you get to wrath the field and do a one-sided bidding for only 3BB.
Round 1 Affinity
1. Flux with a Turn 2 kill. He had nothing.
2. I tendrils for twelve. Which gives me a one turn clock. I got nothing. He swung for over 15 with atog.
3. Mid way through combo I draw three Lotus Petals without a Tendrils or Draw. OUCH! he wins.
0-1
Round 2 ATS
1. It was a turn kill when I hit a land. No land for 10 turns.
2. I turn to Quick beats with no Flux. Didn't help.
0-2
Round 3 WUB control
1. I tendrils for + 20Second Turn win.
2. Fought through Disruption FTW Tendrils +20.
1-2
Round 4 Janky Scepter Life Burst
1. Second Turn Win.
2. He had 3 LB in the grave and had LIfe Burst o a stick.
3. Late Game combo.
2-2
Round 5 WBRG Survival
1. True Believer. GG Can't do anything.
2. SB everything I revert to Beatdown only to be FTKed and beat down by a Yosei? yep a Yosei.
2-3
Round 6 Train Wreck
1. Play Flux, gets Putrified. Another, then Deeded
2. I Revert to Beatdown, Staff annihilates me.
The tournament report is a bit confusing, can you take out the abbreviations and describe which games you won and lost? Using pronouns would also be helpful to clarify who's doing what. YOU "revert to beatdown," or they do?
Private Mod Note
():
Rollback Post to RevisionRollBack
Celebrating 3 years of open-minded acceptance, indispensable help, great advice, and incalculably-creative deck-design... Thanks for all the magic!
While netdecking and testing VileHorror i thought about Biorhythm. Sure its really expensive, off-color and crappy but still you're always the one with creatures while playing VH. That made me think.
Honestly, I'm surprised any of your lists won with all the clogs you come up on with half the deck being uncyclable or redundant win conditions. At the most, you're going to want to have 8 (eight) cards that can possibly stop your cycling chain, and 4 of those are Fluctuators. With more land, you can keep a hand without a fluctuator and start manually cycling into one, as beats with overcosted cycling men cannot possibly win you the game VS any competent opponent. Trust me, I'm banned from playing my fluctuator deck in my store. Also, with the new list, I reccomend when going for the win, use the consume first, and float 3 mana to go for the backup win with the Haunting Memories.
Some notes on playing this build:
If you ever find yourself playing a permission control deck, attempt to resolve a Fluctuator. If you cant, use your land your cycle your men, and play your land to be able to cycle more, find at least 2 more fluctuators and save them for when they play their win condition and attempt to resolve one then.
When comboing, always leave BBB in your pool for your backup win condition.
Playing Second will always be best for you vs any non-aggro deck, as you require 7+ cards in hand to optimally combo.
When on the draw, a hand of (any Tapland), Blasted Landscape, Fluctuator, X,X,X is an automatic keep. (this should be rather obvious)
Always Cycle in response to artifact destruction. This is the most common play mistake made when playing Fluctuator.
looks like a pretty solid list. You get a consistent turn 3 win every time. Is there even a possibility of winning turn 1 or 2? Thats what I'm aiming for. The deck is built for explosiveness where yours is for consistency. I'll look it over.
Turn 2 win is possible with any tapland+Blasted Landscape+Fluctuator.
As soon as the fluctuator hits the board, the game is over. You play the fluctuator turn 2, cycle into your win conditions, and play the lotus petal, pop for B, cast Song, drain for 5 less than the number of creatures in your 'yard, and if it gets countered or isnt enough, Haunting Misery FTW.
Is there even any room for disruption to come in from the board?
Is there a way can stop control from stopping the win condition?
1x Defense Grid?
Is there an artifact searcher with cycling?
Private Mod Note
():
Rollback Post to RevisionRollBack
Celebrating 3 years of open-minded acceptance, indispensable help, great advice, and incalculably-creative deck-design... Thanks for all the magic!
While netdecking and testing VileHorror i thought about Biorhythm. Sure its really expensive, off-color and crappy but still you're always the one with creatures while playing VH. That made me think.
Fizzling shouldn't really be a problem. If you find yourself constantly snagging, Move the Haunting Misery to the SB. That should solve most any problem you have shy of countermagic. Artifact hate wont be a problem, as you can just cycle into the win with the destroy spell on the stack. If you're still snagging after that, take out all your tech. (I.E. 1 FoW, ect)
This list is as close as it gets to perfection as far as fluctuator goes.
I'm necroing this thread because I am again interested in this deck. I have absolutely no idea whayt to put in the SB right now.
Here's what it looks like right now:
1x Overmaster
1x Drain Life
1x Rapid Decay
1x Expunge
1x Chromatic Sphere
4x Krosan Grip
6 more undeciced slots.
Fluctuator Lists
The main kill of most Fluctuator builds are either Haunting Misery or Songs of the Damned/Consume Spirit. However you will see some that use Tendrils of Agony as the kill (like me )
Cards that are auto includes:
Fluctuator, the deck cannot win without it. IT IS THE DECK!!!!!!
Cycling Creatures, there are no limits to these. If you run Pact then spread them out in small numbers.
Songs of the Damned, this card makes this deck possible. It really depends what version you play but I would generally 4 is necessary in all builds.
Lotus Petal, this card does wonders. It enables a first turn win and a consistent second turn win. This is better than Mox because you are only going to need that one mana once.
Dark Ritual, basically it is just needed. It also allows for a first turn win as well as a boost mid combo.
Consume Spirit Build:
It runs 1 Consume Spirit and 1 Drain Life (unless running Tainted Pact)
It packs at least 26 cyclers. Sometimes you'll see a few Night's Whisper for boost. Neat trick is to use all blue cyclers and throw in 1 Force of Will.
This is an optimal suicide version of Fluctuator in action.
Heres a Fluctuator deck I have been toying with for awhile.
Heres the MD
Fluctuator FTW Combo: 8
4x Fluctuator
1x Songs of the Damned
1x Consume Spirit
1x Force of Will
1x Lotus Petal
Lands: 24
4x Blasted Landscape
4x Polluted Mire
4x Remote Isle
4x Slippery Karst
4x Smoldering Crater
4x Drifting Meadow
Dudes: 26 Blue Guys!
4x Cloud of Faeries
4x Sandbar Merfolk
2x Drifting Djinn
4x Pendrell Drake
4x Keeneye Aven
4x Primoc Escapee
4x Sandbar Serpent
The Hotness:
2x Miscalculation
SideBoard:
1x Overmaster
1x Drain Life
1x Rapid Decay
1x Expunge
1x Chromatic Sphere
1x Abeyance
1x Lotus Petal
1x Dark Ritual
1x Haunting Misery
1x Smash
1x Clear
1x Repopulate
1x Stifle
1x Misdirection
1x Defense Grid
Yay Miniprimer!
Basically all you are looking for is to play Fluctuator. Easy right? Slightly. This deck has no cards other than your 3 card combo and four Fluctuators. The rest (88%) of your deck is made up of horrible cards that just so happen to cycle for two. Come to think of it, only one of the cards in Fluctuator has ever seen tournament play, and it has never once been used to cycle.
The Mulligan:
So your gameplan is to play Fluctuator and win. But, you have no draw or tutors, removal or protection, so you will rely entirely on the mulligan strategy. Here is the secret: when you fan open your hand, you should be looking for two things; either a Fluctuator or a Blasted Landscape. If one of them is there, keep it. If not, mulligan, but only once. After your first mulligan you are essentially stuck, since you cannot afford to go down another card, potentially slowing your combo. If you don't have it after that you are a slave to the topdeck.
But why Blasted Landscape? In the absence of Fluctuator, this allows you to start cycling turn 2, simulating the draw spells that every competative combo deck runs. That way you can dig for your Fluctuator, which is no doubt hiding within the next few cards. Keep playing a land every turn, since your hand caps out at 7 anyways, and eventually you can start cycling two and then three a turn. Fluctuator is in there somewhere.
Percentages:
The two mulligan strategy works surprisingly well. Google tells me the chance of drawing a four of in your opening hand is roughly 40%. I'm no math whiz, but it doesn't take a genius to figure out that if you draw two hands, that nearly doubles your chances of finding your Fluctuator to 80%. I'll take those chances over your opponent's 40% chance of having Force any day.
How to play around hate:
You can't. Basically you must race it. But thats not hard, given the deck can combo out on turn two fairly consistently (off of that Blasted Landscape). So you're really only worried about the hate that comes down within the first two turns. Some try to side in protection, but that only weakens the combo, leaving you with a hand of Forces vs their turn 0 Leyline. I say protection is for those who don't pull out in time. This has nothing to do with Fluctuator, just a personal saying.
Here's the precise math statistics:
Chance to draw a 4-of the first time: 40%
Chance to draw it after mulliganing once: 35%
Chance to draw it when prepared to mulligan once for it (= 0.4+0.6*0.35): 61%.
Chance to draw a fluctuator turn 2/3 on the play if you don't have it yet: roughly 15% and 14%; for a combined chance of 27%.
--> total chance of having at least one fluctuator in hand turn 3 given the "mulligan once if I don't have it at first" approach: about 72% when on the play, almost 80% on the draw.
Of course, there are other issues that could prevent you from going off/cause you to fizzle, but I thought this might be helpful for anyone who dismisses the deck because it relies on a single card without tutors; that aspect isn't as crippling as one might think.
The deck plays out like this:
Mulligan untill you hit a Flux.
Play tap land go.
Play tap land or blasted landscape
Play Flux
Cycle your entire deck then play Lotus Petal
Play Songs of the damned
Play Drain Life for 20
Matchups are easy.
Aggro without any control-
This is an auto win for Flux. Gobos win turn 4 usually and I win turn 3 all the time. Zoo is an easy matchup along with Burn and Sligh.
Aggro control-
Only a hard matchup if they run Blue or Black. I know that is very general but true. I get absolutely hammered by Fish (yess i know...fish) because of their 16 counters. The Rock is hard if a Hymn or Duress hits the table. Otherwise its a cakewalk.
Other Combo-
Luck of the roll comes into play now. If IGGy Pop lays a Leyline turn 0 I'm screwed. Thats why Clear is there. I can race Veggie Tendrils, IGGy Pop, and Solidarity however their control aspects can hurt me sometimes.
Lock Down/Control-
I usually have a fairly decent matchup due to the lack of speed of the opponent. Landstilll (which still sees some play out here) isn a tough matchup because of the counter. Lockdown is tooooo slow to beat me.
You can succeed with this deck if there isn't much counter in your meta. A very cheap deck and fun to play.
Here's the Tendrils based version of the deck:
Newest Decklist:
4 Fluctuator
4 Reaping the Graves
4 Cloud of Faeries
4 Disciple of Malice
4 Disciple of Grace
4 Disciple of Law
4 Sandbar Merfolk
4 Miscalculation
4 Tendrils of Agony
4 Lotus Petal
4 Songs of the Damned
4 Dark Ritual
4 Polluted Mire
4 Blasted Landscape
4 Remote Isle
And the SB:
4 Dodecapod
3 Spoils of the Vault
2 Divert
3 Force of Will
3 Duress
Thanks you Iranon for the math, Bovinious for the help and discussion with the deck , herbig with the miniprimer, and all of you who put out ideas that didn't have to do with not playing this deck. Thanks!
Haunting Misery VS. Consume Spirit.
Haunting Misery has the efficient 1 card kill with the drawback of the additional cost to remove creatures. That means that 1 Counterspell or Force spells GG. I have played all of these decks and have really liked how a counterspell to a Consume Spirit doesn't matter as much because I usually had 40x mana in the air. I prefer Consume Spirit, but that's just me.
My favorite.......TENDRILS!!!!:D
The tendrils version is more about draw spells that get you cycling guys. Here's a list that I have been working on for quite a while now.
Newest Decklist:
4 Fluctuator
4 Reaping the Graves
20 Cyclers
4 Miscalculation
4 Tendrils of Agony
4 Lotus Petal
4 Songs of the Damned
4 Dark Ritual
4 Polluted Mire
4 Blasted Landscape
4 Remote Isle
And the SB:
4 Dodecapod
3 Spoils of the Vault
2 Divert
3 Force of Will
3 Duress
Here's how it goes
Turn 1:
Land
Turn 2:
Blasted Landscape
Cycle until you hit a wall.
Play a lotus petal.
Play a songs or 2 ritual (Just in case your next burst dosent net a lotus petal for the starting mana)
Reap your graves.
Continue cycle.
Repeat until your compleatly out.
Tendrils
(Kueson)
The list is 2 cards over but it is pretty resilient. I personally like Tendrils better because counterspell doesn't end it and stifle doesn't end it. I really like Fluctuator and I think it has lots of potential but everyone thinks it can't be a top combo deck, but when I play a first turn win, my opponent has that dumbfounded WTF???? look on their face. It's all worth it. Thanks for the help in advance. Replies will be appreciated.
Basic premise of the deck looks solid and interesting, definetely worth hammering out a final copy!
4x Fluctuator
3x Reaping the Graves
3x Tainted Pact
23x Cyclers
2x Infernal Contract
2x Cruel Bargain
4x Songs of the Damned
2x Tendrils of Agony
2x Lotus Petal
4x Blasted Landscape
1x Shizo, Death's Storhouse
1x Cabal Pit
1x Swamp
1x Snow-Covered Swamp
4x Polluted Mire
2x Cabal Ritual
1x Slippery Karst
1x Smoldering Crater
1x Remote Isle
1x Drifting Meadow
CHANGES:
-2x Swamp
-1x Snow-Covered Swamp
-1x Infernal Contract
-4x Dark Ritual
ADDITIONS:
+2x Cruel Bargain
+2xCabal Ritual
+1xCabal Pit
+1xShizo, Death's Storhouse
+2x Cyclers
Ideas are appreciated.
It runs Living Death as the finisher. As one of my friends put it, you get to wrath the field and do a one-sided bidding for only 3BB.
Fluctuator
4 Reaping the Graves
22 Cycling Critters
3 Miscalculation
3 Tendrils of Agony
4 Lotus Petal
4 Songs of the Damned
4 Dark Ritual
4 Polluted Mire
4 Blasted Landscape
2 Remote Isle
And the SB:
4 Dodecapod
3 Spoils of the Vault
2 Divert
3 Force of Will
3 Duress
Round 1 Affinity
1. Flux with a Turn 2 kill. He had nothing.
2. I tendrils for twelve. Which gives me a one turn clock. I got nothing. He swung for over 15 with atog.
3. Mid way through combo I draw three Lotus Petals without a Tendrils or Draw. OUCH! he wins.
0-1
Round 2 ATS
1. It was a turn kill when I hit a land. No land for 10 turns.
2. I turn to Quick beats with no Flux. Didn't help.
0-2
Round 3 WUB control
1. I tendrils for + 20Second Turn win.
2. Fought through Disruption FTW Tendrils +20.
1-2
Round 4 Janky Scepter Life Burst
1. Second Turn Win.
2. He had 3 LB in the grave and had LIfe Burst o a stick.
3. Late Game combo.
2-2
Round 5 WBRG Survival
1. True Believer. GG Can't do anything.
2. SB everything I revert to Beatdown only to be FTKed and beat down by a Yosei? yep a Yosei.
2-3
Round 6 Train Wreck
1. Play Flux, gets Putrified. Another, then Deeded
2. I Revert to Beatdown, Staff annihilates me.
2-4
Celebrating 3 years of open-minded acceptance, indispensable help, great advice, and incalculably-creative deck-design... Thanks for all the magic!
-3x Reaping the Graves
-3x Tainted Pact
-2x Infernal Contract
-2x Cruel Bargain
-2x Songs of the Damned
-2x Tendrils of Agony
-1x Lotus Petal
-1x Snow-Covered Swamp
-1x Swamp
-2x Cabal Ritual
-1 Cabal Pit
(-19 cards)
+8x On-Color Cycling dudes
+4x Polluted Mire
+3x Remote Isle
+3x Smoldering Crater
+1x Haunting Misery
+1x Consume Spirit
Honestly, I'm surprised any of your lists won with all the clogs you come up on with half the deck being uncyclable or redundant win conditions. At the most, you're going to want to have 8 (eight) cards that can possibly stop your cycling chain, and 4 of those are Fluctuators. With more land, you can keep a hand without a fluctuator and start manually cycling into one, as beats with overcosted cycling men cannot possibly win you the game VS any competent opponent. Trust me, I'm banned from playing my fluctuator deck in my store. Also, with the new list, I reccomend when going for the win, use the consume first, and float 3 mana to go for the backup win with the Haunting Memories.
WoW is so addictive.
4x Fluctuator
1x Songs of the Damned
1x Consume Spirit
1x Haunting Misery
1x Lotus Petal
4x Blasted Landscape
4x Polluted Mire
4x Remote Isle
4x Slippery Karst
4x Smoldering Crater
32x Black/Red/Green/Blue Cyclers
Some notes on playing this build:
If you ever find yourself playing a permission control deck, attempt to resolve a Fluctuator. If you cant, use your land your cycle your men, and play your land to be able to cycle more, find at least 2 more fluctuators and save them for when they play their win condition and attempt to resolve one then.
When comboing, always leave BBB in your pool for your backup win condition.
Playing Second will always be best for you vs any non-aggro deck, as you require 7+ cards in hand to optimally combo.
When on the draw, a hand of (any Tapland), Blasted Landscape, Fluctuator, X,X,X is an automatic keep. (this should be rather obvious)
Always Cycle in response to artifact destruction. This is the most common play mistake made when playing Fluctuator.
WoW is so addictive.
As soon as the fluctuator hits the board, the game is over. You play the fluctuator turn 2, cycle into your win conditions, and play the lotus petal, pop for B, cast Song, drain for 5 less than the number of creatures in your 'yard, and if it gets countered or isnt enough, Haunting Misery FTW.
WoW is so addictive.
Is there even any room for disruption to come in from the board?
Is there a way can stop control from stopping the win condition?
1x Defense Grid?
Is there an artifact searcher with cycling?
Celebrating 3 years of open-minded acceptance, indispensable help, great advice, and incalculably-creative deck-design... Thanks for all the magic!
WoW is so addictive.
This list is as close as it gets to perfection as far as fluctuator goes.
WoW is so addictive.
Here's what it looks like right now:
1x Overmaster
1x Drain Life
1x Rapid Decay
1x Expunge
1x Chromatic Sphere
4x Krosan Grip
6 more undeciced slots.
Heres the MD
Fluctuator FTW Combo: 8
4x Fluctuator
1x Songs of the Damned
1x Consume Spirit
1x Haunting Misery
1x Lotus Petal
Lands: 20
4x Blasted Landscape
4x Polluted Mire
4x Remote Isle
4x Slippery Karst
4x Smoldering Crater
Dudes: 32
30x Black/White/Green/Blue Cyclers
2x Miscalculation
I really need your help on the SB for now. Thanks everyone.
4x Remote Isle
4x Slippery Karst
4x Drifting Meadow
4x Polluted Mire
4x Blasted Landscape
Creatures (28)
4x Disciple of Law
4x Disciple of Grace
4x Disciple of Malice
4x Bloated Toad
4x Keeneye Aven
4x Sandbar Merfolk
4x Pendrell Drake
4x Fluctuator
2x Lotus Petal
2x Songs of the Damned
2x Consume Spirit
2x Haunting Misery
4x Smoldering Crater
3x Pyroblast
3x Hydroblast
Can you guys do me a HUGE favor and not just randomly post decklists?