This is my current hellhole flailer list. There are a number of cards that are used to pump his power to improve his sac effect, and some creatures that have synergy/benefit from the same things. The rest is a hodgepodge of ramp, removal, and card advantage.
Not sure if its common knowledge or not, but bloodfire infusion is, I believe, the only wrath effect in pauper (evincars justice is banned here).
Not a lot of surprises in the deck - tainted strike is a 5 mana 1 shot if the general gets through unblocked (strike - 5 infect, sac - 5 more infect)
I've been wobbling on some things like brute force and seething anger, and I only recently cut rubblebelt maaka and leonin scimitar. I found these cards just didn't do enough and that I needed slots for more ramp/fixing. I considered fling and rite of consumption but saccing the creature is non-bo with the flailer, and for 1 more mana I get soul's fire and essence harvest anyways.
The #1 fear I have with this deck would be Circle of protection: black/red or rune of protection black/red. As that is pretty much gg. But I suppose that goes for any red/black deck.
In addition to Bloodfire Infusion, for board sweepers you can make use of Pestilence and Crypt Rats (and to a lesser extent, Gangrenous Zombies and Swirling Sandstorm).
For mana fixing, Terramorphic Expanse and Evolving Wilds can help out as well.
Pestilence and crypt rats are both banned here, along with evincars justice (and capsize fwiw).
Expanse/Wilds don't seem useful in a 2 colour deck, you're better off just drawing a basic land 90% of the time. Command tower is an obvious add tho, the ones I have are in my regular EDH decks and I forgot about them!
Cheap card advantage is awesome and hard to come by in pauper so I'd definitely take a look at Sign in Blood. Also, does Gorilla Shaman do enough? The 1/1 body isn't going to trade with most creatures in the format and it takes 5 mana to even kill a signet.
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1 Hellhole Flailer
Creatures (25)
1 gorilla shaman
1 kiln fiend
2 dauthi horror
2 dauthi slayer
2 Fog of gnats
3 spikeshot goblin
3 vithian stinger
3 vulshok sorcerer
3 Flamewave invoker
3 Bloodrite Invoker
3 blind zealot
3 dauthi jackal
3 dauthi marauder
3 stinkweed imp
3 phyrexian rager
3 cadaver imp
3 rakdos ickspitter
3 pilgrim's eye
4 viscera dragger
4 final-sting faerie
4 gravedigger
4 mortis dogs
4 henchfiend of ukor
5 Dread drone
6 twisted abomination
1 reckless charge
1 tainted strike
2 blood lust
2 Fury charm
2 devour flesh
2 diabolic edict
2 geth's verdict
2 terminate
3 soul's fire
3 fires of undeath
3 staggershock
3 act of treason
3 strangling soot
3 rend flesh
3 expunge
3 essence harvest
3 bloodfire infusion
4 snuff out
5 shattering pulse
5 fireball
5 rolling thunder
5 Rock Slide
5 grim harvest
6 fiery fall
7 absorb vis
1 bonesplitter
1 wayfarers bauble
1 sylvok lifestaff
1 nihil spellbomb
2 vulshok gauntlets
2 vulshok morningstar
2 armillary sphere
2 rakdos signet
2 mind stone
3 strider harness
3 whispersilk cloak
3 darksteel ingot
4 ur golems eye
Lands (37)
13 swamp
13 mountain
1 Polluted Mire
1 Bojuka Bog
1 Barren Moor
1 Teetering Peaks
1 forgotten cave
1 smoldering crater
1 rakdos carnarium
1 rakdos guildgate
1 desert
1 quicksand
1 haunted fengraf
Not a lot of surprises in the deck - tainted strike is a 5 mana 1 shot if the general gets through unblocked (strike - 5 infect, sac - 5 more infect)
I've been wobbling on some things like brute force and seething anger, and I only recently cut rubblebelt maaka and leonin scimitar. I found these cards just didn't do enough and that I needed slots for more ramp/fixing. I considered fling and rite of consumption but saccing the creature is non-bo with the flailer, and for 1 more mana I get soul's fire and essence harvest anyways.
The #1 fear I have with this deck would be Circle of protection: black/red or rune of protection black/red. As that is pretty much gg. But I suppose that goes for any red/black deck.
For mana fixing, Terramorphic Expanse and Evolving Wilds can help out as well.
Expanse/Wilds don't seem useful in a 2 colour deck, you're better off just drawing a basic land 90% of the time. Command tower is an obvious add tho, the ones I have are in my regular EDH decks and I forgot about them!