TAG Posted January 17, 2016 Report Share Posted January 17, 2016 'Ol Flame-o's been busting my chops with getting my deck online for suggestions, so I figure what the hell. http://tappedout.net/mtg-decks/karlov-smash/ Currently, the only card I'm seeking to get for the deck is Eight-And-A-Half Tails. The main object of the deck is to get many 1-point lifegain triggers quickly to get Karlov big enough to kill via commander damage in 1-2 hits, then give Karlov some form of evasion to bypass enemy defenses and win the game. Some things I've noticed with the deck while playing:-A game that gets out Soul Warden or Soul's Attendant turn 1 is very prone to spiral in my favor if either of those cards are not dealt with. Those two, along with Auriok Champion (even if I can't get it out turn 1), are probably the shining stars in terms of life gain, even if they are not necessarily out turn 1-2. Games that start with a Turn 1 Soul Warden/Soul's Attendant and Turn 2 Karlov are WILDLY different from games that do not have a turn 1 Soul Warden/Soul's Attendant. -Cards that gain me a huge ball of life in one shot are nice, but they don't really go with the deck's game plan, as Karlov gets two +1/+1 counters regardless of how much life I gain in a single instance. -Unsurprisingly, the deck kinda flounders if the vast majority of my life gain is at the bottom of the deck (which has happened once), as I am betting everything on my commander and thus need the life gain to make Karlov big enough to kill. I can deal with some of the evasion being a bit far down into the deck, but I need the life gain. -Almost all of my removal is exile-based and can hit enchantments for one reason and one reason only: Erebos, which prevents me from gaining life as long as my opponent controls him, which in turn effectively shuts down my deck. I guess in the off-chance that someone has something else to prevent life gain or, I dunno, casts Nevermore or something random like that, I have answers for that too, but the primary reason to have so much stuff that can exile enchantments is to deal with Erebos, which I consider one of the biggest threats to my deck. Cards I'm not above cutting: Angelic Accord - I initially put this to sorta benefit from the life gain on the side, but I find that it hasn't been doing me much good. While I'm gaining a nice amount of life throughout the game, I'm not sure I'm consistently hitting 4+ a turn enough to really warrant this card. If I get Karlov up and running, then I don't really need this card. If I don't get Karlov up and running, this card doesn't really make the situation much better.Patron of the Kitsune - I've found that neither this nor its enchantment equivalent (Righteous Cause) has been doing much for me, but I still feel like there's room for one of them. If I had to cut one of them, I'd cut Patron first, as it's more susceptible to removal and costs one more mana than Righteous Cause. Bloodchief Ascension - Attempts at using this card has shown me that it's difficult to get counters onto the card on my own, and I haven't had much luck in getting my opponents to put counters on it for me. It has not impressed me, and I certainly wouldn't object to cutting it for something more reliable. Opal Palace - I'm finding that I'm not needing to cast him from my command zone as frequently as I expected, and as such, it does not seem like the Opal Palace's secondary ability is as powerful as I would have thought. So yeah, this is basically what I've figured out so far, and any suggestions you guys might have would be welcome. Link to comment Share on other sites More sharing options...
Sixty Posted January 19, 2016 Report Share Posted January 19, 2016 test of endurance for more alt win? probably cut a card from you cut list Link to comment Share on other sites More sharing options...
TAG Posted January 20, 2016 Author Report Share Posted January 20, 2016 test of endurance for more alt win? probably cut a card from you cut list I've yet to successfully win via Felidar Sovereign, and that only requires 40 life. On the upside, Test of Endurance only costs 4 mana to play as opposed to 6 and isn't susceptible to creature removal like Felidar Sovereign. On the minus side, I find it harder to maintain 50+ life than 40+ life, which would make it harder to justify running. I dunno, Felidar admittedly doesn't thrill me (I more run it in the chance that I might win by accident), and ToE doesn't do too much for me either. If my deck were more geared towards gaining a million life at a time as opposed to multiple +1 life triggers, I'd be more likely to consider it. Link to comment Share on other sites More sharing options...
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