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This is a nasty aggressive deck built around BREATH OF FURY, a card I have never seen somebody playing with. It can do infinite damage with a endless wave of self sustaining attacks, but that needs a lot of cards in play. However, you don't need the full combo, you'll do enough damage without going infinite.So, here is the plan:Breath of Fury gives you an extra combat phase each time you attack, but you have to sacrifice the creature it was put on and then wanders off to the next one. But since most of my creatures create new creatures when they attack, you'll never run our of creatures! The new creatures must also be able to attack, though, which is why the Rabblemaster is the most important guy (the tokens he produces have haste) but I also run Fires of Yavimaya to give all my dudes haste! Another catch is that the creature with Breath of Fury on needs to do combat damage to a player, so I have Glaring Spotlight and Champion of Lambholt to make my army unblockable!Please see How to Play section for a complete rundown and rules shenanigangs!---------------------------------------------------------------------* I don't own Gaea's Cradle but they would be rad in this!* This is for casual 1-on-1 and especially for all multiplayer formats where you have a partner (like Two-Headed Giant).* Sol Ring is the only card that makes this Vintage, cut it and you are Legacy legal even without replacing it (since it's 61 cards :) ).
Goblin Rabblemaster:MVP. He can go infinite with Breath of Fury without Fires because the tokens he produces have haste. But you'd need a second creature to slap the BoF on to start the cycle. Rules lawyering: The bonus he gets from other goblins attacking lasts until end of turn, so he'll keep the bonus between attacks and gets bigger each time.Glaring Spotlight:This is your best friend for the turn you want to "go off" because it both makes your army unblockable AND untouchable for opponents that want to kill your guys. Rules lawyering: The hexproof is given only to creatures you have in play by the time you sacrifice the Spotlight, however, all your creatures including ones you create later will be unblockable for the rest of the turn! Errata says so.Pyreheart Wolf:This is your backup plan for Spotlight. It doesn't make your guys unblockable but giving them menace can be enough to get many of your guys through.Rules lawyering: As with the Spotlight, once his ability triggers, all your creatures will have menace for the reminder of the turn, including tokens you generate later and including Pyreheart Wolf itself (when it comes back via undying). More ruleslawyering: I *think* , if you have BoF on the Wolf, you will NOT be able to put ot back on the same Wolf after it came back via undying because you need to select a target for BoF during resolution of it's effect and undying triggers after that, but I am not 100% sure.Orcish Lumberjack:Glarig Spotlight is crucial in this deck and ideally you wnt to pop it BEFORE you play that BoF! However, using it costs 3 and BoF costs 4 mana, we simply don't have the mana for that early on. This is where the Monty Python comes in. Losing a land in the process is usually worth it since the expected outcome is a bazillion damage :)Spawnwrithe:Your second best early token generator.Rules lawyering: The tokens are exactl copies, so they trigger the copy effect themselves. Fires of Yavimaya:Provides haste to all the tokens that Spawnwrithe, Cagebreakers and Warpride create so you can get infnite attacks. But don't forget about the second ability - sometimes it's better to sacrifice it if that means your key creature survives, deals damage and triggers BoF or the creature's effect. Note that Spawnwrite tramples.Kessig Cagebreaker & Nacatl Warpride:These are my mid/endgame options for longer games, especially multiplayer.Rules lawyering: The Nacatl tokens are removed at end of turn, so you keep the surviving one between attacks. Since they are exact copies of Nacatl Warpride, EACH of those tokens will generate new tokens as well!!! Dosan the Falling Leaf:Just to mess with opponents that want to mess with you with spot removal and so on.BoPs & Llanowar Elves:Most of my key cards cost 3 mana, so this is the perfect 1-drop. Champion of Lambhold:Makes your gang unblockable as it grows and as such can win games on his own.
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There's two big problems with Breath of Fury, which you do cover here. First, lack of haste on the creature it is moved to. Second, no creature for it to be moved to.A note on Glaring Spotlight. I'm not 100% sure, but I doubt the Unblockable is granted to any creature coming into play after you use its ability. Similarly, Pyreheart Wolf will only grant Menace if it attacks with the new creatures.Additional Rules Lawering: Spawnwrithe and Nacatl Warpride's tokens have a CMC. Normally not important, but it can be in come cases *cough*Ratchet Bomb*cough*
As I said, it's official errata that it works like I said:http://magiccards.info/gtc/en/229.htmlandhttp://magiccards.info/dka/en/101.htmlThe reason probably being that both cards don't grant specific abilities to specific creatures, their effects are of general affects "your creatures ar ublockable this turn" instead of "each creature you control gets [This cannot be blocked until end of turn]".
That's a good to know. Though we may want to query and update on Pyreheart Wolf's Menace. Sometimes when an ability gains a keyword, the way it functions can change and the ruling you linked is dated long before Menace became a keyword. In fact, Gatherer errata says; "...creatures you control gain menace...", which puts it on the "Gain X" side of the ruling.
It doesn't actually get menace, I just said it gets menace because that's a quicker way to say what it does :P The second link I provided IS about Pyreheart Wolf and it's errata specifically says:"1/22/2011: Pyreheart Wolf's first triggered ability also affects creatures that weren't on the battlefield when it resolved but enter the battlefield later that turn. While this normally will have little impact, it could matter if those creatures enter the battlefield attacking or if there are multiple combat phases that turn."You didn't open the links, do you :)
I did open the links, but I also checked Gatherer. The Oracle for Pyreheart Wolf reads:"Whenever Pyreheart Wolf attacks, creatures you control gain menace until end of turn. (They can't be blocked except by two or more creatures.)"And Gather currently doesn't have any Rulings for the Wolf. Maybe they did before Menace became a keyword, and my guess is that's where that website originally got the ruling, because I compared Glaring Spotlight in the link you gave and on Gatherer and the wording is identical, word for word; so my guess is they haven't updated their Rulings section on the Wolf.
Well, the Wolf is tertiary at best, the Spotlight is what makes the deck viable.
I wonder how this would function if you made it modern? Something like this could be a fun surprise at a FNM, or a GP if you tune it right
Aside from Sol Ring we would have to replace:A) TaigaThat's not such a big problem since there are so many other duallands out there. Losing Taiga is bad for Orcish Lumberjack, but alas:B) Orcish LumberjackI think there is no replacement for this (only other one that comes to my mind would be Tinder Wall and that isn't Modern legal either). Otoh the deck only runs two anyway, playing it turn means I can't play a BoP/Llanowar and so on ... I just have to abandon the idea to activate a Spotlight the same turn I bust out my bad breath.Nevertheles this slot would most likely be filled with mana acceleration of sorts, I just don't know what. Seething Song banned in Modern and all other options (Pyrretic Ritual, Spirit Guides etc.) give only one mana.C) Fires of YavimayaTwo options for replacements:- Fervor- Hammer of PurphorosWhich are both a-okay I guess.Still needs lots of tweaking I guess. If you really took this to a tournament, even if it was FNM, you would probably have to ditch those Nacatls and Cagebreakers in favor of something faster (or some removal - right now this deck is all offense and no defense).
The first thing you'd need to do is identify what isn't Modern legal and find equivalents that are as close to the non-legal card as possible.This could be fun at a FNM, but I highly doubt it's anywhere near competitive enough for a GP, or anything like that. Besides, Hellkite Charger enchanted with Bear Umbra makes for a more reliable infinite attack phases combo in Modern.
Haha, beat you about 40 seconds :)Yeah, it would lose horribly on a GP, I wouldn't even qualify with this, but FNM? Who knows. In fact this is exactly the type of deck you'd expect to see in a FNM.
http://www.mtgvault.com/drakeraenes/decks/endless-waves/Ok I made the appropriate swaps. They're noted in the deck description.
Decks name is Endless Waves... Doesn't have blue in the deck. :(
While building this I thought about a version that inlcudes blue for Invisible Stalker and Distortion Strike.
This is a really cool and, for what it is, well executed combo. I like neat interactions like this.
I love the idea but in a formal like legacy, let alone vintage, you need to get up to speed in a turn or two flat. Either that or you need to have an abundance of disruption; legacy is an insanely fast format with tons of disruption, and I think this deck would fare pretty badly in a legacy match. Again, love the idea though, and I think if you could adjust this to modern it could be super cool.
Read the tags, it's casual and never meant to be taken to a torunament. It's Vintage format because that's what my playgroup prefers. And we prefer Vintage because that has the biggest card pool - I started playing and collecting in 1994, why should I limit myself? There are so many cards in my collection I never used (like the Breath of Fury in this case). ALSO, I have at any point at least 30 decks active. That means I have to spread key cards. I actually own Moxes and duallands and so on but they are in use, so I can't power this up until I dismantle other decks. I mainly use MTG-Vault for deckbuilding and to keep track of my decks and which cards to trade for etc.
Oh and a friend is working on a Modern version for something as a FNM:http://www.mtgvault.com/drakeraenes/decks/endless-waves/
Yay! Thanks for the shout out Puschkin!
Deck needs a full playset of Anger, so you can sack him and give all creatures haste as long as you control a mountain.
Anger costs 4 mana, the same as Breath of Fury, which means the turn I "go off" would be delayed one turn in a lot of cases. It also pretty much requires me to run through the full combo and to draw Breath of Fury because that's my only sacrifice outlet. I need to cast a key card every turn. Turn 1 is a mana dork, so I usually have 3 mana in turn 2 and thats where I can play Fires of Yavimaya but not Anger. Anger is a logical pick that also popped in my mind but I think Fires work better. Could be wrong, though.
First of all, nice deck! I understand that this is not meant as a tournament deck but I wanted to share my opinion about it because I feel like it could be stronger with minor tweeks and without destroying the essence of the deck.Potential threats.You NEED the BoF. Eventhough you have 4 of them it is a pretty big show-stopper if you lose this and there quite allot of ways to do that. (direct hate, kill the creature, simply prevent the damage done to player)You basicly NEED the Glaring, if you dont want your creature(s) that has(have) the BoF on it to be blocked/killed by whatever the opponent has and stop your trigger right there. I do understand that Lambholt and Wolf make it harder to break the combo, but I believe that your opponent will stop at nothing, especially early since this combo NEEDS player damage, to make sure the enchantment dies before it can do it's thing. (mostly with the smaller token gens ofcourse)There's 4 different token generators, of which two are quite expensive to cast, eventhough you have the extra mana generators, which would be another dependancy if you need to rely on the heavy hitters (Once into the game they will wreck faces though). The other 2 are pretty weak / easy to kill / block or need another combo piece ( haste ) to proc. ( Goblin being optimal ofcourse )My advise would be to remove the expensive token generators and (some of) the mana gen to free up space for cards that turn the tide in your favor earlier in the game, by reacting to your opponents moves. Rush of Adrenaline, Rouse the Mob, Colossal Might as "offensive" examples, making sure that the first swing with a tiny generator doesn't miss and perhaps takes out remaining defending creatures. Perhaps something extra with haste, Burst of Speed, Sarkhan Vol (Expensive, but a great help?). Seedling Charm, Blossoming Defense as more defensive options against hate and perhaps creature boost from the other side. ( I like the Dosan for this too, however it limits itself to your turn and leaves your token gen exposed during your opponents turn ). I think that by triggering the combo itself with smaller creatures but earlier/more secured, you can allready do the damage you need by sheer number of attacks/creatures and you don't really need the big guys.This all said, I see much potential and fun in this deck and I love the idea! Trying to help with some feedback! :)
Well, yes, the thing is I play mostly multiplayer, but various formats depending on how many players show up. So this could be used in 2 vs 2 teamgame or 2HG as well es Pentagram, French Emperor or 2v2v2 etc. That's why I have those more expensive token generators. I realize they are too slow for 1-on-1 games but that just isn't my focus.The other thing is that I actually don't like infinite-anything-combos and expect my buddies to brake the combo. So I have backup-plans - and if those secondary combos aren't infinite, that's okay, because it makes me less of a target. See, if I focus more on the combo-kill and this make the deck more all-or-nothing, then I'll get picked on early in Pentagram and other modes where diplomacy is more of an issue. Blossoming Defense, though, is something I'd like to add. It just wasn't available when I made this.Your feedback is appreciated!
Here's one way you'll always win, you just need patience. So with an infinite combo, you have to pick a number since infinity isn't technically a number. So what you do is say 1 over and over until they forfeit the match. That's the best way to win with an infinite combo. This probably won't help you with your dislike of infinite combos, but still.
A while ago I built a modern control version of this deck, http://www.mtgvault.com/mt/decks/breath-of-spawnwrithe-combo/this is a pretty cool variation though!
Yeah, thanx, I'll have a look at it :)
breath of fury is cool. i think krenko could be nice in here, purphuros might be cool to
i just put together an izzet version http://www.mtgvault.com/vaan104/decks/breath-of-fury/
Breath of Fury has been reprinted in the latest Commander set, BTW. So, best time to toy around with it!
I'm not sure if it was covered but what about adding mass hysteria to cover the haste issue
Fires of Yavimaya gives haste to all your creatures
World at War?
Doesn't need it. World at War works only once per turn, but the combo with Breath of Fury and the token generation via the goblins is truly infinite, sans an instant speed board wipe of some kind. World at War is literally useless here
Why an "instant speed board wipe?" Why not Doom Blade?
Instant board wipes generally don't target and are therefore able to outmaneuver Glaring Spotlight. Anyway, the entire deck is basing on Breath of Fury, so I won't replace it with another card that grants multiple attacks. I also don't have enough room to add more of those cards on top of Fury. And IF I had room, it would be Aggrevated Assault, not World at War, since I can play it in advance and then use it multiple times during the crucial turn.