Hell's Combo V3

by Surexius on 18 May 2012

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

The aim of this deck is to horde the opponent with lots of fast creatures that get really big really quick. If they somehow survive the onslaught then win with burn damage and powerful combos.

Below is a full description.

How to Play

Early part of the game you want to be continuously attacking and get up your curse of stalked preys. Early game creatures are the growing Stromkirk Noble's and battlecrying paladin and you should also use master decoy and Niblis of the Urn (which also allows easier attacks by creating open defenses).

In early game its also useful to use the first casts of burning oil and devils play (you would be suprised how often people forget about flashback) and also this will help your creatures attacks to hit home and let them grow!

Mid game will involve the fiend hunters to remove strong blockers/attackers and Thraben Doomsayer who is used to create more creatures to attack with or sacrifcial creatures to block with but his true power comes in to play on the end game.

Mid game also tends to involve the Whispersilk cloak and is used for protecting weak creatures from damage and spells or ensuring your 6/6 stormkirk noble hits home. By mid game you will sometimes have the satchel which helps draw out of the deck the lands and also create creatures.

End game is all about combos. The main combos are put in order of likely occourance. There is more that what I have down here but here are the key ones also remember about your flashbacks

Combo 1- What's a 1/1 creature (Key cards are Instigator Gang and to a lesser thraben doomsayer, white suns zeneth and the stachel)
As soon as he's on the battle field all your creatures get a +1 on their attack and he doesn't even need to attack. Choose not to cast any spells a turn or if you opponent has drawn annother land and finds themself with a spell to cast and they will regret it when you attack with your 8/5 trampler and they find that they are now facing an army of 4/1 creatures!

Combo 2- The +ridculous+ridculous creature (Key cards are Kithkin Rabble, whispersilk cloak and and to a lesser thraben doomsayer, white suns zeneth and the stachel) By the time these guys appear on the battlefield there will already be a lot of white creatures, simply attack with a rabble or better yet make them imunne to spells and unblockable with the likes of whispercloak, or the decoy and urns. They won't last long especially if a curse is up on them.
LoL when I first typed that I hit the s key rather than the w key for white

Combo 3 - Flash burn (Devil's Play) A bit of a cheap way to win but simple. Deal direct damage to your enemy and flashback to deal more (the flashback on this spell is a bit expensive but possible by end game)

Combo 4 - Hells Combo (Key cards are Hellrider thraben doomsayer, white sunszeneth and to a lesser extend the stachel)<br />By the time hellrider is on the deck you will have plently of creatures (who by this stage are probally stonger than hellrider). Attacking with hellrider and a lot of creatures is lethal.

Combo 5- The flight to victory (Key cards are Victory herald thraben doomsayer, white suns zeneth and to a lesser extend the stachel)
Similar to the previous combo except that attacking with victory's hearld causes all your creatures to fly. Very difficult to block!

Combo 6 - Suicide strike (Key cards are thraben doomsayer and to devils play), knock your health down to 5 with devils play. All your creatures get a +2/+2 if you have 2 thraben doomsayers this is a +4/+4.

Deck Tags

  • Weenie
  • Combo
  • Horde
  • Aggro
  • Burn

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,808 times.

Mana Curve

Mana Symbol Occurrence

3300210

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Hell's Combo V3

Wonder if throwing in annother Instigator Gang, victory's hearld or Druidic Satchel might be better than the Master Decoy or Fiend Hunter?

Also can you have 5x Clifftop Retreat and will bloodmark mentor remove the double strike abilty from Markov or does it mean he gets double stike and first stike as two seperate abilities?

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Posted 25 June 2012 at 11:49

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First to answer the latter questions before diving into the deck itself: No. you can only have up to 4 copies of any card in your deck, not counting basic lands (Forest, Island, Mountain, Plains, Swamp), so you can not put the 5th Clifftop in, sorry. Also double strike means that a creature attacks with fist strike and then ALSO normally; so basically it had both in the same time already and nothing will change for it, even if another source gives it first strike or double strike.

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Posted 25 December 2012 at 13:59

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Oh, btw, I realised this deck has 62 cards as well. Damn, it must be your lucky number. I won't suggest you reduce your decks to 60 anymore then :P

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Posted 25 December 2012 at 14:57

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First of all, since I spent some time trying to figure out the idea of the deck, I have to ask if I got it right or wrong. So, basically your idea is to attack with lots of different creatures and if some get through, hopefully eventually, then they will get bigger from the counters they get, right? While the idea has potential, you need more focus in the deck. You absolutely can not do too many things at one and the same time, especially if you really are trying to be quick.
To start off, you could remove one of your lands; also you could switch one - or three - with, say, Slayer's Stronghold, to be able to give a creature haste and vigilance later on in the game. For example. Overall, if you also have some other kind of dual white/red lands, this would be good. It is more difficult to get out creatures that require more than one specific mana symbol and dual lands help with that. For example, if you have two Mountains and one Plains out, but need to get that Fiend Hunter out, how will you do it? If only one of the Mountains were a dual land...
Also, increase the number of Stromkirk Nobles to 4, they are great in aggro strategies and get the counters by themselves anyway. A strong addition are red creatures with haste, then come in and are able to attack straight away. Lightning Mauler is 2/1 for (1R) that can soulbond with a creature to come in with haste and then bond other creatures that come later to give them haste too. But that is just an example, though :P
Then you could remove things that are difficult to support such as Kithkin Rabble; or you could try to improve upon them by making sure you have many little white creatures on the board. If you want more card draw for your creatures, so you could be faster, I'd suggest Mentor of the Meek, I love the guy (esp. seeing as how you don't try to be full aggro).
Oh, you also don't need the two additional Instigator Gangs in the sideboard, you can only have 4 at most anyway :)
Sorry I could not give you better ideas, I'm not a pro or anything. Hope this helps for now :)

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Posted 25 December 2012 at 14:56

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trying to be quick with the deck and you've pretty much got the main part of the deck. The other aspect is to ensure the creatures attack by the likes of niblis of the urn, master decoy abd whispering cloak and by removing potential defending creatures by fiend hunter, swords to plowshares and by damage like burning oil and devils play (I choose those two over fireball and the like of Flame slash as I could cast it the spell twice). Also by end game I have a lot of free mana.

I put in veteran armorer to protect my creatures against spells steam blast. As most my creatures have toughness 1 or 2. I had crusader paladin in their place. The idea was to boast the attack dmage of my creatures like the instigator gangs do. Do you think the paladins might be better? I am pretty vunerable to a wraith if God wipe and not sure how I can counter it.

For kithin rable I have white suns zeneth and thraben doomsayer. They also boast attacking creatures. I had thought of using more stormkirk nobles, but felt they were only good early game so put in 2 Markov blademasters in rather than 4 nobles as I felt they were a larger threat in turn 2 plus. Do U think the stomkirks would be better? I think ur right about the stronghold though I think I can only have 1 in for the reason you mentioned about having another dual land.

My sideboards are never any good and mostly consist of cards I was thinking of putting in but not sure about.

Im not fond of mentor of the meek but I've used druids satchel to heal.create creatures or to pull lands as i was worried with 62 cards my draw might suffer.

Also annother question, do the counters stack like if Markov hits and opponent has curse of stalked prey does he first do 1 damage and then get a +1+1 from his ability and a +1+1 ability from the curse hitting then with the double strike to cause 3 damage and then again getting two +1+1 counters so finishing as a 5/5?

thanks for help again! :D
Vexing devil looks like it would be a good addition especially as my deck the potential to burn for damage. Again I have difficulty of knowing who to remove... :(

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Posted 27 December 2012 at 12:12

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Huh, lots of questions unanswered. Well, ok then. First of all, if you find yourself needing the support of the Veteran Armorer more often, then he is indeed better in your deck. But since the idea of the deck is to be aggro, it makes more sense to do more damage, hence have the accorder paladins in and the armorers in sideboard. The Stromkirk Nobles are much faster then the Blademaster. You can attack with MB on turn 4, unless you have some way to ramp your mana and get them out earlier and/or give them haste (Lightning Mauler?). The Nobles are much cheaper, can attack turn 2 on already, also grow in size, and are unblockable vs. humans (more of a factor in standart though). This is the more aggro creature overall. Also, about the Blademasters and Curse, it should be exactly the way you expect it to work. However, if I were I would try to find some errata on how it works online, or better yet, ask a judge. When I go to FNM tomorrow, I will ask around to see how it works after all, and then write again (if I remember, lol).
Being able to attack aggresively means want to have as many creatures out as possible, and them being able to deal as much damage as early as possible (for example, Elite Vanguard is a 2/1 for (W)). Then you either increase all their damage together (the usual case), or use Hellrider (hehehe :)), or make them able to grow by using the curse and the vampire's inbuild counter gain. Don't have stuff like Fiend Hunter main board if you want to be aggressive, instead get fast, damaging creatures in; Fiend Hunter is a tempo creature, meant to buy you time (exiles another creature and is tough to take down by early aggro creatures usually). Focus on controlling creatures like Master Decoy/Blinding Mage/Rathi Trapper/Gideon's Lawkeeper is better if the enemy has fewer creatures of his own, or if you have many of them. Also, if you want to have unblockable creatures, why not give them flying, or unblockable instead? Cobblewings or something like that is equipment from the recent Innistrad block that gives flying; also Spirit Mantle gives a creature "protection from creatures" - so basically way better than unblockable. However, what you want to do is very important here - you should either go for more controlish build with fewer creatures with more potential diving unblocked (aka Whispersilk Cloak, Niblis of the Urn/Mist, Master Decoy + attackers), OR attack with many cheap creatures that get their Power and/or Toughness boosted (aka Accorder Paladin + Doomsayer tokens + Nobles); Hellrider works with both; Victory's Herald as well, though better with the second one; and Instigator Gang works better with the second senario. Also, try to limit your late game spells that cost 4 mana to around 3-4 and have more cheaper stuff - since else you should be more controllish... not very aggro. Overall, decide on what you really want to do with the deck, and do it. Specialization is better :)
Against board wipes: Be faster! End games very quickly! Alternatively, go more controlling to try and outplay the opponent (not viable here since you need to have a developed board). Or attack with one or two creatures so as to undermine the effect of the sweep while still remaining relatively ahead; then reinstore board superirity.
Finally, for your sideboard, it should have the total 3 Leonin Relic Warders, the Fiend Hunters, and the second Herald if you decide to run them at all. The other cards in the sideboard are useless, ok, to be more gentle, not necessary for this deck. If you keep the Instigator Gangs (a really good card indead, but not very fast or cheap), reduce them to 3. And so on, and so forth. Experiment! And good luck (Bleh, I rattled too much :/).

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Posted 03 January 2013 at 22:58

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I agree with some of what you say. Definately will swap around the paladins and reduce the instigators . Blademasters tend to die rather than hit (If they hit they are lethal) so I think you are right on that with 4 stromkirks.... I'll have to get some! I have found that the fiend hunters are really good and more effective than the decoy and urn. I've written how to play the deck and kind of my reasons behind the selection of the cards. The sideboard is a bit more like a sideboard but I'm not used to making sideboards.

I'm not fond of lightning mauler I think you can get better cards like lightning greeves.

As for the cobblewings I was debating that and went for the whispersilk as I figured if I pull a victory herald it will nul the effect of the wings. I was also wondering if annother whispersilk would be better than a satchel.

Thanks for your help and any more input is appreciated.

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Posted 10 January 2013 at 12:20

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To be blunt, the deck seems to lack purpose. It definitely needs to be focused. If you want to make a deck that focuses on getting large numbers of monsters that get large quickly, it is best to just make it a token deck. (at least in my opinion... I mean, this build I have can spawn thousands of creatures quickly, and then boost them each into multi-thousand strength creatures)

http://www.mtgvault.com/omnimalevolent1/decks/blessed-are-the-meek/

This is the token deck that I have developed, as green and white, its strength doesn't come out until you hit around 5 mana, so it is slightly slower than your build here mana wise. However, notice the clear focus on numbers of monsters; specifically towards saprolings? My deck will ultimately end up being faster because it has focus; you cannot run a fast deck which lacks focus in what it does; otherwise your hand is filled with different options which do not strive to the same goal. Having variety in options is more for a slower deck which focuses on control. This is what you need to do, stop trying to do too many things, and think clearly what your goal is, and build exclusively around it. Sure diversity is great in some decks, but only when cards have great synergy across the board. This seems more like multiple strategies which lack that synergy.

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Posted 05 January 2013 at 20:12

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Thanks I've modified my deck now so its got a clearer focus and explained how it works. There is multiple stradegies only at the end and it depends on what big card you have mainly if you have Hellrider, Instigator Gang or Victory's Herald.

I think the synergy is very good the cards and card combos allow you to ensure you hit the enemy and do big damage as well as get stronger and deal more damage each turn.

As for the tokens your right with speed and I think a green white build is very good for tokens. This is not a token deck.

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Posted 10 January 2013 at 12:26

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