More adjustments!
There was a bit too much mill in without the necessary payoffs to make aggressively milling everyone beneficial. Dialing back the group mill will allow
to play more like a traditional control deck that grinds out value from the graveyard and has a re-animator subtheme.
Demand Answers gives decks some common card draw, while Frenzied Fugue adds a fun, repeatable Threaten-style effect that you can recur with Tiana, Ship's Caretaker.
Sadly, my beloved Pack Hunt is just too strong with Spy Kit, letting you tutor 3 creatures for 4 mana, and can easily be abused with Echoing Boon and Double Stroke. Commune with Nature comes in to fill a similar role.
Guild Thief sucks. Drake Hatcher looks fun, plays well in both and
, and shouldn't be too powerful at uncommon in a multiplayer environment without things like proliferate.
The deck should get a combat trick with some extra punch to it.
Stolen Identity goes infinite with Arcane Savant. Oops.
A couple more modifications, Havoc Jester gives red a great sac payoff, Raging Kronch gives the
deck a 4-powered 3 drop at common, Volcanic Geyser being an instant should make for a more flexible removal spell.
Ivy Elemental doesn't really have a home, and I think I have a few too many creatures at common. Hunger of the Howlpack gives green some more tricks to win combats
A couple additional changes to round out the update.
I wanted another big re-animation target in , and what better reanimation target than a big flying dragon.
With Searchlight Companion in, Carefree Swinemaster can give some repeatable token generation.
Hey folks! It's been a few years but I'm back on my BS again. Huge updates this time, I'll highlight the most important here:
Thanks to those following along! The updates may come again very soon after I playtest this latest round of changes.
Been a while eh? Nice to come back to this with fresh eyes.
Making some swaps just to smooth out the gameplay. Green's spider should be better defensively - Netcaster Spider doesn't trade with the common 2-drop flyers and can kill all the other common fliers.
Driver of the Dead follows up my previous goal about making more engine based, and Junkyard Genius brings some fodder and pays you off for making blood and treasure tokens. Windgrace Acolyte fills in the common black flyer spot while giving some self mill for graveyard shenanigans.
Dusk Mangler is a bit too good with Flickerwisp and Victimize running around. Goremand is still a mean recursion target but not quite as punishing.
Some updates with SNC and CLB
Shaking up the sac deck a bit, I think having a Threaten effect at common means makes the one-two punch of steal, sac too easy to assemble if the common sac outlet is also - swapping Hobblefiend to Mold Folk should allow the
deck to be properly paid off. Swapping some other commons around to reflect this as well. Also, Mayhem Devil is too limiting as it puts a ceiling on the number of generic sacrifice effects available (too many effects means everyone's mayhem devils will just be constantly pinging). Forge Boss and Liliana's Devotee should make the sac deck more of an engine-based archetype.
Run Out of Town is a similar effect at 4 mana, smooths out the curve a bit.
Been looking to give better reanimation targets, Dusk Mangler seems like a sweet one.
Carefree Swinemaster seems more dynamic than Sapherd with a number of different synergies, curious to see how it plays.
SNC also added our first new Parley and Council's Dilemma cards in years. Couldn't not add them.
No reason to not let this hit Planeswalkers as well
Lower CMC + lets you sac artifacts
Considering there's no free sac outlets below rare, it's probably fine to have a 3-mana threaten effect.
Kamigawa and Commander updates:
Added a bunch of multiplayer-specific rares I'd like to try out.
Like Gobling Morningstar, Simian Sling is an equipment that doesn't lower your creature count, but also works with conspiracies.
Spectral Searchlight almost never gets used for political reasons. Bucknard's Everfull Purse is also a multiplayer-focused mana fixer that works with sacrifice synergies.
Master's Rebuke being an instant that hits planeswalkers seems like an important bump in power for green.
Komainu Battle Armor seems almost tailor made for this cube.
I want to try Uncharted Haven as it's essentially an Evolving Wilds that you don't need to add a random off-color basic for. (also no feel-bads from an opponent's Mayhem Devil).
Feels wrong to have a sacrifice deck without a Threaten effect at common. Traitorous Instict should play nice as the additional power bump will mean the stolen creature trades more often.
Wanted to give the saboteur decks another tool at uncommon, so Grenzo's Ruffians steps up to the plate. Should play well in the go-tall decks as well (Moment of Heroism anyone?)
Rebalancing some of the commons - Leovold's Operative is so unimpactful it's not worth a slot. Yavimaya Sapherd replaces it in the 3 drop slot, with Selvala's Enforcer sliding back in to replace Peema Outrider as a 4 drop beater.
Gnottvold Recluse's permanent 4 power provides a bit more synergy for the RG decks.
Nature's Embrace provides the same functionality with the added option of being an extra aura for the aura/equipment decks
On second thought it felt wrong for to not have a 1-mana cantrip
Trying a bit of an experiment - the +1/+1 counter deck never quite clicked for me, and I've always wished the archetype could be all about Clones and Conspiracies. So, I'm trying to make that happen via bumping Mirror Image to common. I'm a bit worried it'll be too strong, but I'm excited to see what a real Timberpack Wolf deck looks like. I've also removed the other +1/+1 counter payoffs and added more conspiracy synergies via Trickster's Talisman and Pack Hunt.
A couple other changes as well:
Fire Shrine Keeper does a couple things - it provides a payoff for the ramp decks and a small menace body for the equipment/aura decks (and another keyword at common for Animus of Predation to eat).
Dack Fayden is a bit boring and Zara, Renegade Recruiter seems more fun (and synergistic).
Windgrace's Judgement seems like a more immediately impactful card and Varolz, the Scar-Striped eats a bit too much into 's identity for my liking
Refocusing RG to have a Ferocious sub-theme while still letting it generate large amounts of mana.
Portcullis Vine should play nicely in Morbid, plus there are a fair number of defenders lying around.
Selvala's Enforcer doesn't really enforce the go wide theme of , Peema Outrider should help out the token decks while also slotting into
counters and
Ferocious
Trample is already a pretty abundant keyword, so swapping out Pridemalkin for Pollenbright Druid should be more impactful for plus give
a small body to sacrifice.
Unquestioned Authority is a bit too similar to Benevolent Blessing in function, Plate Armor should provide some solid beef for the white decks.
Dreamshaper Shaman seems like it'll be a fun chaos card for all red decks and play nicely in sacrifice.
Updating some of the rares - the courts proved to be a bit too strong (though the black one's staying in) and I wanted to put some fun additions from the last few commander precons.
Brion Stoutarm is a bit of a pet card of mine and seems like it'd fit better with the playstyle than Adriana
Cinder Elemental seems more synergistic with Morbid and sacrifice synergies running around, plus burning a single person out with a surprise Blaze is kind of a feelbad. This way there's some tension before the trigger is pulled
Dethrone has been growing stale for me - mostly because the commons are fairly weak and super under rate if you cast them late in the game. Swapping them out for a saboteur theme inspired by AFR.
Definitely need a sac outlet at common for red - trying out Hobblefiend as the primary b/r sac outlet to replace Carrion Feeder (having trample and the ability to block should make up for the cost on the sac ability).
I want Auras/Equipment to be a bit more grindy to make up for the weaknesses of an all-in Voltron strategy. Hopefully getting tokens from both Ancestral Blade and Goblin Morningstar should allow the deck to keep a decent creature count