5:21 Graven Cairns itself wouldn't work with Ancient Tomb since it takes {B/R} to use the filter ability. Shadowblood Ridge and Great Hall of the Citadel work though. 7:31 The order of those lands has to be swapped-Hall of the Bandit Lord enters tapped so it'd need to be played turn 1. Feel like the first game played with this deck would be really funny since the opponents will not necessarily see what's coming for the first 2-3 turns (missing 1 and 2 drops is not so suspicious I think that they'd assume it's (nearly) all lands unless they've seen this particular strategy already).
This seems like the quintessential "play once and done" deck. I can't imagine someone getting excited to pilot this deck over and over again, and even less so play against it.
I think it's important for everyone to build a deck like this at least once both because it's a fun deckbuilding challenge and because it can be fun to show off *your* favorite goofy 99 lands pet deck combo (Here for 99 land OG Ashling loops and 95 land Kaho, Minamo Historian + Mana Severance combos all day) but yeah I agree with you, it's usually a "one and done" kind of experience if a table even lets you pull it out.
It's an important deck to have when your playgroup starts cutting answers. If they're losing to this then they're doing something wrong in deck building and need to be taught a lesson.
@@AxillaryPower2 just make it a russian roulette deck with a few cards that make you lose like leveler and a few good cards. And just say you force yourself to cast them.
A few things: 1: you could probably toss in a Field of the Dead as incidental "the game went too long" insurance. 2: Companions don't take up a slot in the 99. They are a true 101st card, so you'd still be 99 lands and Cruelclaw.... and Obosh. 3: You could actually use Talon Gates of Madara to phase out a Creature Land you've animated, or if you've gone long enough you can activate its last ability while Banefire is on the stack, putting it into play to phase out Cruelclaw. Since he's phased out, he doesn't exist, and won't be exiled by Worldfire.
Just make sure you don't put Obosh in your hand before casting Worldfire - unless you plan on using it purely as a blocker (as it will be exiled when you cast Worldfire).
If you phase out Cruelclaw you can do the funny play of killing someone with him then exiling your entire deck since you have no spells and losing on your upkeep, otherwise he is just a blocker
I don't even think the game needs to have gone on long for that last one to happen. It works on curve - T3, play Cruelclaw for 3; T4, play land, swing, Worldfire, pay 4 mana to throw Talon Gates at your weasel. Assuming you don't have to sink mana into making him unblockable, of course
@@hamsterfromabove8905 Just drop lands until you can hard-cast it 😅 Or mulligan until you can put it on the bottom I guess (although you will have a 'exile your library' issue..)
@@prok3jpeg Eh honestly I've softened a Lil. You get to do it once to me, yay, you had your fun, cool. After that, I'm doing it so everyone else can have a fun match.
@@dannybeane2069 who's having a fun match after you mull to two and shut down one deck? better to just end the game so you can shuffle up again, or deal with this in rule 0
@87539319 I mean hope I'm in the other two players good graces enough for them to not dog pile before worldfire can be countered. If not. Welp, I tried
I personally like the idea of this deck as a “Russian roulette” strategy. 93 lands and six spells. One being Worldfire and another being Phage. I just need to figure out the other 4 spells
I can definitely consider Neverending Torment, you are not gonna be playing the game, but you can absolutely make sure everyone else's life is miserable because of you. You can also contain something such as Call Forth the Tempest, which has two Cascade Triggers, though it is only an 8 cost, but you can effectively see it as firing "two additional shots", though, it is destined to miss any 8 or higher costs, so it's better if you choose to use more than just Phage as spells under 8MV Void Winnower or "You can't Even" is also a great option for just screwing with people Another way to do "extra shots" is thru the use of Extra combat phase spells, but instead of "two more" it's just "one more" Hopefully you got some funny ideas
@@adamxue6096 Neverending Torment is funny. Ill heavily consider it. Call Fourth, I originally thought about running. But I want it to always be a 1/6 shot. And Void Winnower, I also thought about, but I'm just gonna run the og Ulamog. But thanks you for some recommendations.
@@BuddyIsGarbage Glad you liked Neverending Torment! On a similar vein, you can also run Undying Flames, while stacking the rest of the spells as high costs, so you get 5 shots thru 5 turns exactly after triggering Undying Flames to kill your opponent(s), and then Undying Flames will exile the rest of your library, making sure you are dead dead when your turn arrives Unlikely to win you a lot of games, but can be really funny pretending that you are doing stand offs OG Ulamog is def gonna be one huge jumpscare for people tho Ig any of the Titans would be potentially winning you games Anyhow pls fill us in, in what you eventually decides to load into your gun :D And pls tell us how well your friends "received" the roulette, I'd build this myself but I am restraining myself from buying cards lately
Final fortune, Last chance, Warior's oath and Glorious end maybe? Sure, they both don't make you lose the game immidiately, but you basically will have nothing left to do and lose right after that. Maybe give a last speech during that time
@@MinuracOne to be completely precise, it does deal damage, BUT it deals damage in a way that doesn't cause loss of life. But it is the loss of life that is replaced and not the damage. But yeah it still doesn't work
Hey there! Normal damage applies in addition to poison counters. The creature needs to deal that damage in order for the poison to even transfer (a 0 attack, infect 10 creature would do nothing if it was unblocked). So you would still kill your opponent. Nevermind, infect and poison are different my bad.
@@godzilla80192 Infect doesn't keep the card from doing damage - it simply changes the result of the damage (to give counters instead of loss of life or marking it on a creature). A Commander with Infect still deals Commander damage. A creature with lifelink and infect still lets you gain life.
I think I'd remove all the City of Brass type lands for the same reason as fetches. They are terrible topdecks after your plan, and I can't imagine it's that hard to hit your colors in a 98 land deck. At worse you just mulligan if you get a hand that doesn't do red and black, it's not like you can play all your cards anyway.
Oh yeah, get ready to lose some friends with this one. I tried this exact idea a couple days ago and it worked like a charm. Personally I like the storage counter lands (bottomless vault, dwarven hold, mercadian bazaar, subterranean hangar, molten slagheap, and mage ring network.) Getting just one of these lands allows you to 'ramp' twice as fast and makes worldfire a lot more castable if it ever ends up in your hand, or to get up to the 5 mana you need for some of the damage and man lands post-WF
@@ubertuna1 if your friends can't stand losing to a 1 card meme deck, then you need to find new friends anyway! Let em have it but don't pull it out every game; cuz then _you are the asshole_
@@JakeyEpix he just means it’s no fun to play with completely non-interactive combo decks, so don’t play them too often or at all in a group situation. Just common sense,
I love the idea!!! One weakness I see is getting worldfire countered… maybe run some tutors to have something like red elemental blast in hand at all times? And when you get the tutor with the commander’s ability then have some that put something on top of your library? Am just thinking out loud, this deck is indeed sweeeeeet ❤
A thing i would reccomend is also running "hit the mother lode" and "creative technique". This still garuntees the worldfire but also allows you to potentially attack with cruel claw again a few times (otherwise you will deck yourself. Ususally you only get one more attacl and it has to be the killing blow as it will ecile your whole deck) and lowers the chance of loads of your deck being milled out and you having no win cons.
Since you're only playing one land each turn it's usually optimal to mulligan a several times until you find worldfire so you can put it on the bottom and not risk drawing it. Probably don't want to go all the way to 0 cards so you don't topdeck a tapped land when you want to play Cruelclaw. Though also maybe not since that could alert everyone that you have something in mind for when Cruelclaw connects
That mulligan idea is actually great! I built this deck some time ago just for the gimmick, and last time I played it, an opponent forced me to draw the Worldfire (by making us both draw like 20 cards) 😅 I'm going to follow that tip next time I bring out this deck.
@@beepbeepitsthenononpatrol507 oof should've actually read the card instead of assuming it put them back, though it is good to know that there is no need to concede if you draw worldfire because you can do the much funnier play of decking yourself by failing to find on the cruelclaw trigger if you don't feel like waiting until turn 9 for worldfire
Recommend this actually being a 97 land deck, with a Chandra, Awakened Inferno. As emblems are not permanents, they are not exiled by Worldfire and thus will kill your opponents in order. In games where you hit Worldfire the first attack, you play the game as you normally would, and in games where you get off the second attack with Cruelclaw you no longer are reliant on drawing a ping land.
I think more of the New Capenna fetch lands would be better than some of the dual lands like Rakdos Guildgate and Rakdos Carnarium. While you are in topdeck mode, you really don't want to see them, and the fetches give you life and thin your deck out
I have this deck built and it is hilarious. My playgroup is great and just rolled with it. Once after the Worldfire happened one friend actually found a Curse of Opulence and threw it on another friend so fast to incentivise me to attack them instead lol. I was gifted a showcase frame Cruelclaw after playing it once which was unexpected and awesome.
You need to deal combat damage to a player, so if everyone has a blocker your game plan is ruined. Not to mention a bolt, a board wipe or a counterspell because you still cast a worldfire, you just do so without paying mana So the best strategy is to pull this off ASAP
I've also found ideal play with this deck is to mull down until you get a haste land or until you have 2-3 cards starting, because this will minimize the odds of drawing worldfire and you are always guaranteed land drops anyway
@@ScorpioneOrzion You actually do not want worldfire near the bottom, everything you exile before it is gone from the game. Cruelclaw does not mention putting them back in the library.
There's an arena brawl deck that does something similar that I end up fighting all the time. It's commander crucius lets you discard a card to seek a non-land card and make a treasure. The deck is all mountains and swamps so when they tutor out caldera breaker they do 40 plus damage with the trigger. The issue is caldera breaker is a 6 CMC card, so they always play it two turns after the commander which if you're on any sort of blue gives you way too much time to find a counter spell. This looks like it gets around that quite a while this is devious sir, thank you.
You can also slap a card with an adventure. So you have a chance of hitting the adventure before the world fire, cast the adventure part of it so it goes into exile. Then you just have a cheap creature sitting in wait after playing a couple lands.
Made this deck, but added cauldron familiar, and thinking of adding a staff of nin and hit the motherload so i have a way to win. Maybe new capenna fetches for life gain but otherwise basics will do for mana base.
You can, but do you really need it? Obosh alone won't save you if something goes wrong, and you will need to wait 5 turns after a board wipe, at this point you're better killing your opponents with anything else I'd still put it in this deck just in case, but hardly believe it will be of any use
I would cut the fetch and search cards as they increase the chance you top deck Worldfire. For a tight deck like this, a small optimization wouldn't hurt.
If the Cruelclaw goes land, pass, land, pass the first two turns I am telling the table to nuke the commander. Ain't no way they are going to Weasel out of that.
I mean, this kind of deck just seems like it would realistically end with everyone at the table holding up counterspells, or repeatedly nuking Cruelclaw, both because of the threat and out of spite.
@@cigbhungus3359 that's why you make it weasel roulette, with five wincons and one phage the untouchable. a one in six chance of phage, five in six chance of a wincon. yes, it's still a problem, but also you might get phage the untouchable.(yes, I am aware of the fact that technically you don't have to cast phage if you grab them with cruelclaw, but if your running phage in a cruelclaw deck, and you don't cast them after grabbing them with the weasel, nuking you is the only sane option)
I'm actually doing something similar but with the eldrazi titans and blightsteel as a sort of "boss rush" style deck. Worldfire is fine too, though I thought it was banned.
I had the meme Maelstrom Wanderer deck that wins using Jace, Wielder of Mysteries. I still got mana screwed playing a 97 land deck because I did not draw a green source before the blue player stripped our hands with Narset. Retired the deck that very night.
Be right back, i'm going to scrap together a budget Lavinia, Azorius Renegade deck to have on hand in case someone breaks this out. It will include Meddling Mage and Jester's Cap just for the hell of it. I'll even alter Lavinia to be the SWATbot with the "No Fun Allowed" sign.
Inkmoth wouldn't actually take out an opponent with 1 life until it hits them for 10 infect because a creature that deals infect damage doesn't cause an opponent to lose life.
I need some help please, lets say the combo went through, then if i play my commander again and attack, dont i need to exile my whole libary because i dont hit an non land card?
With the number of land activated abilities, I’m surprised you aren’t running sunken citadel. Works perfectly with man lands or lands you want to activate the abilities of more quickly
Inkmoth Nexus wouldn't help you win, it has infect and deals poison counters to players instead of regular damage. see comprehensive rule 702.90b 702.90b Damage dealt to a player by a source with infect doesn’t cause that player to lose life. Rather, it causes that source’s controller to give the player that many poison counters. See rule 120.3.
I play this commander. 48 swamp 48 mountains. 3 spells. worldfire, magic missile, and surreal memoir. works very well until you opponents can cast cheap creatures or burn spells before you could cast cruelclaw out.
Would you actually play all 10 fetch lands? I may be missing something, but I believe flooded strand, misty rainforest, and windswept heath are functionally useless in this deck (not illegal though).
Might I suggest one more nonland card: Chandra, Awakened Inferno. 50% odds of her coming into play before the Worldfire and giving each opponent that damaging emblem
This sounds like something a coke addict would cook up after locking himself in his apartment bathroom with only a trade binder and a ziplock full of commons.
The filter land won’t actually work with ancient tomb as the filtering mana needs to be one of the colors produced by the filter land, but the Ancient tomb is still useful to recast the commander in desperate circumstances.
I've won many games with 99 land scarab god. It even has field of the dead and urborg/coffers. If your commander gets killed just return back to hand and start using the ability again
I think a hilarious power move would be to cast worldfire and then ping yourself out of the game. The other players will obviously want to take you out so if you remove yourself now they have to figure out who's next to die
Inkmoth Nexus feels bad in this deck since it does damage in the form of infect damage. Do you want to ping them 1 damage or do you want to win with 10 x per player infect damage?
Whats beautiful about this is that you can reset the game and kill someone by drawing a land, but your opponents will either draw a land OR a spell and wont be able to do anything with it.
There it is Dave doing the divine work and pushing the price of all these lands by making them useful and the demonic work trying to make us build a deck to looose all of our Mtg friends😂😂😂😂😂i'm just joking i love these meme decks so much! Thnaks Dave!
I know its not the right colors for this deck but since Khans of Tarkir first came out I've always wanted to swing with a "Meandering Towershell" then Worldfire 2nd mainphase into just winning with my turtle boy. lol
replace worldfire with neverending torment, add reliquary tower, and just slowly take all of the winning pieces or lands out of one unlucky opponents deck
i went to a PTQ in houston back in the day, got 0-4 but the highlight was beating someones mutavault with my ghitu encampment. Hahaha This was right when mutavault came out, it was a very expensive.
5:21 Graven Cairns itself wouldn't work with Ancient Tomb since it takes {B/R} to use the filter ability. Shadowblood Ridge and Great Hall of the Citadel work though.
7:31 The order of those lands has to be swapped-Hall of the Bandit Lord enters tapped so it'd need to be played turn 1.
Feel like the first game played with this deck would be really funny since the opponents will not necessarily see what's coming for the first 2-3 turns (missing 1 and 2 drops is not so suspicious I think that they'd assume it's (nearly) all lands unless they've seen this particular strategy already).
I've messed with a good few people with my 97 land War Doctor + Ryan Sinclair (+ lightning boots) deck.
This seems like the quintessential "play once and done" deck. I can't imagine someone getting excited to pilot this deck over and over again, and even less so play against it.
I played 99 lands Alara once. Was a fun game, but neither me nor my playgroup really needed a second run.
I think it's important for everyone to build a deck like this at least once both because it's a fun deckbuilding challenge and because it can be fun to show off *your* favorite goofy 99 lands pet deck combo (Here for 99 land OG Ashling loops and 95 land Kaho, Minamo Historian + Mana Severance combos all day) but yeah I agree with you, it's usually a "one and done" kind of experience if a table even lets you pull it out.
It might become the new Kaalia, where the commander is kill on sight.
It's an important deck to have when your playgroup starts cutting answers. If they're losing to this then they're doing something wrong in deck building and need to be taught a lesson.
@@AxillaryPower2 just make it a russian roulette deck with a few cards that make you lose like leveler and a few good cards. And just say you force yourself to cast them.
A few things:
1: you could probably toss in a Field of the Dead as incidental "the game went too long" insurance.
2: Companions don't take up a slot in the 99. They are a true 101st card, so you'd still be 99 lands and Cruelclaw.... and Obosh.
3: You could actually use Talon Gates of Madara to phase out a Creature Land you've animated, or if you've gone long enough you can activate its last ability while Banefire is on the stack, putting it into play to phase out Cruelclaw. Since he's phased out, he doesn't exist, and won't be exiled by Worldfire.
Just make sure you don't put Obosh in your hand before casting Worldfire - unless you plan on using it purely as a blocker (as it will be exiled when you cast Worldfire).
If you phase out Cruelclaw you can do the funny play of killing someone with him then exiling your entire deck since you have no spells and losing on your upkeep, otherwise he is just a blocker
I don't even think the game needs to have gone on long for that last one to happen. It works on curve - T3, play Cruelclaw for 3; T4, play land, swing, Worldfire, pay 4 mana to throw Talon Gates at your weasel. Assuming you don't have to sink mana into making him unblockable, of course
Does this deck scoop if you draw into World Fire before you can exile into it?
@@hamsterfromabove8905 Just drop lands until you can hard-cast it 😅 Or mulligan until you can put it on the bottom I guess (although you will have a 'exile your library' issue..)
Yeah I ever see this in my pod, I will mulligan down to two if that's what it takes to get a counter spell in my opening hand.
I truly believe Blue players are Anti-Fun, lmfao.
@@prok3jpeg Eh honestly I've softened a Lil. You get to do it once to me, yay, you had your fun, cool.
After that, I'm doing it so everyone else can have a fun match.
@@dannybeane2069 who's having a fun match after you mull to two and shut down one deck? better to just end the game so you can shuffle up again, or deal with this in rule 0
@87539319 I mean hope I'm in the other two players good graces enough for them to not dog pile before worldfire can be countered.
If not. Welp, I tried
This is a joke deck and like most jokes, it's only really funny the first time.
I personally like the idea of this deck as a “Russian roulette” strategy. 93 lands and six spells. One being Worldfire and another being Phage. I just need to figure out the other 4 spells
Haha that's good
I can definitely consider Neverending Torment, you are not gonna be playing the game, but you can absolutely make sure everyone else's life is miserable because of you.
You can also contain something such as Call Forth the Tempest, which has two Cascade Triggers, though it is only an 8 cost, but you can effectively see it as firing "two additional shots", though, it is destined to miss any 8 or higher costs, so it's better if you choose to use more than just Phage as spells under 8MV
Void Winnower or "You can't Even" is also a great option for just screwing with people
Another way to do "extra shots" is thru the use of Extra combat phase spells, but instead of "two more" it's just "one more"
Hopefully you got some funny ideas
@@adamxue6096 Neverending Torment is funny. Ill heavily consider it. Call Fourth, I originally thought about running. But I want it to always be a 1/6 shot. And Void Winnower, I also thought about, but I'm just gonna run the og Ulamog. But thanks you for some recommendations.
@@BuddyIsGarbage
Glad you liked Neverending Torment!
On a similar vein, you can also run Undying Flames, while stacking the rest of the spells as high costs, so you get 5 shots thru 5 turns exactly after triggering Undying Flames to kill your opponent(s), and then Undying Flames will exile the rest of your library, making sure you are dead dead when your turn arrives
Unlikely to win you a lot of games, but can be really funny pretending that you are doing stand offs
OG Ulamog is def gonna be one huge jumpscare for people tho
Ig any of the Titans would be potentially winning you games
Anyhow pls fill us in, in what you eventually decides to load into your gun :D
And pls tell us how well your friends "received" the roulette, I'd build this myself but I am restraining myself from buying cards lately
Final fortune, Last chance, Warior's oath and Glorious end maybe? Sure, they both don't make you lose the game immidiately, but you basically will have nothing left to do and lose right after that. Maybe give a last speech during that time
Apologies if someone has already said this, but wouldn't Inkmoth Nexus just apply a poison counter instead of doing a damage?
yes, it doesn't deal damage
You'd have to use blinkmoth nexus
@@MinuracOne to be completely precise, it does deal damage, BUT it deals damage in a way that doesn't cause loss of life. But it is the loss of life that is replaced and not the damage. But yeah it still doesn't work
Hey there! Normal damage applies in addition to poison counters. The creature needs to deal that damage in order for the poison to even transfer (a 0 attack, infect 10 creature would do nothing if it was unblocked).
So you would still kill your opponent.
Nevermind, infect and poison are different my bad.
@@zsep8688 toxic work that way, not infect
inkmoth has infect. so it wouldn't deal any damage, just poison counters
soo you have another way to win then
@@filimartinez5360by dealing 10 damage instead of one, great!
@@godzilla80192 Infect doesn't keep the card from doing damage - it simply changes the result of the damage (to give counters instead of loss of life or marking it on a creature). A Commander with Infect still deals Commander damage. A creature with lifelink and infect still lets you gain life.
@@s.dalner7245 so, still won't deal that 1 damage needed to finish an opponent.
@s.dalner7245 wow thanks for that but like you wouldnt win with inkmoth nexus agter worldfire which is the entire reason its in the deck
Thanks! CANNOT WAIT TO PLAY THIS!!!!!
Thank you very much! :)
I think I'd remove all the City of Brass type lands for the same reason as fetches.
They are terrible topdecks after your plan, and I can't imagine it's that hard to hit your colors in a 98 land deck. At worse you just mulligan if you get a hand that doesn't do red and black, it's not like you can play all your cards anyway.
Yeah you're probably right
You can mulligan to 1 if you need to. Your always going to draw a land per turn
Oh yeah, get ready to lose some friends with this one. I tried this exact idea a couple days ago and it worked like a charm. Personally I like the storage counter lands (bottomless vault, dwarven hold, mercadian bazaar, subterranean hangar, molten slagheap, and mage ring network.) Getting just one of these lands allows you to 'ramp' twice as fast and makes worldfire a lot more castable if it ever ends up in your hand, or to get up to the 5 mana you need for some of the damage and man lands post-WF
@@ubertuna1 if your friends can't stand losing to a 1 card meme deck, then you need to find new friends anyway! Let em have it but don't pull it out every game; cuz then _you are the asshole_
@@ubertuna1 lol, why lose friends? Omg you just laught and than play a other game with a other deck…
Wtf is wrong with you people
@@JakeyEpix he just means it’s no fun to play with completely non-interactive combo decks, so don’t play them too often or at all in a group situation. Just common sense,
I'm not going to make this deck, but it is quite helpful for learning about useful lands I had never heard of!
I love the idea!!!
One weakness I see is getting worldfire countered… maybe run some tutors to have something like red elemental blast in hand at all times? And when you get the tutor with the commander’s ability then have some that put something on top of your library? Am just thinking out loud, this deck is indeed sweeeeeet ❤
made a list for this guy, me and a friend are goldfishing it online and every time we hit something that we dont like we replace it with a land
A thing i would reccomend is also running "hit the mother lode" and "creative technique". This still garuntees the worldfire but also allows you to potentially attack with cruel claw again a few times (otherwise you will deck yourself. Ususally you only get one more attacl and it has to be the killing blow as it will ecile your whole deck) and lowers the chance of loads of your deck being milled out and you having no win cons.
Since you're only playing one land each turn it's usually optimal to mulligan a several times until you find worldfire so you can put it on the bottom and not risk drawing it. Probably don't want to go all the way to 0 cards so you don't topdeck a tapped land when you want to play Cruelclaw. Though also maybe not since that could alert everyone that you have something in mind for when Cruelclaw connects
That mulligan idea is actually great! I built this deck some time ago just for the gimmick, and last time I played it, an opponent forced me to draw the Worldfire (by making us both draw like 20 cards) 😅
I'm going to follow that tip next time I bring out this deck.
@axd2000 cruelclaw does not shuffle the exiled lands back in, so you will lose to mill if you put Worldfire on the bottom
@@beepbeepitsthenononpatrol507 Oof. I guess we better put a bit more cards under it 😅
@@beepbeepitsthenononpatrol507 oof should've actually read the card instead of assuming it put them back, though it is good to know that there is no need to concede if you draw worldfire because you can do the much funnier play of decking yourself by failing to find on the cruelclaw trigger if you don't feel like waiting until turn 9 for worldfire
Recommend this actually being a 97 land deck, with a Chandra, Awakened Inferno. As emblems are not permanents, they are not exiled by Worldfire and thus will kill your opponents in order. In games where you hit Worldfire the first attack, you play the game as you normally would, and in games where you get off the second attack with Cruelclaw you no longer are reliant on drawing a ping land.
You don't want Inkmoth Nexus, it deals infect damage, so you won't take them from 1 to 0 life with this. But cool deck!
I think more of the New Capenna fetch lands would be better than some of the dual lands like Rakdos Guildgate and Rakdos Carnarium. While you are in topdeck mode, you really don't want to see them, and the fetches give you life and thin your deck out
I have this deck built and it is hilarious. My playgroup is great and just rolled with it. Once after the Worldfire happened one friend actually found a Curse of Opulence and threw it on another friend so fast to incentivise me to attack them instead lol. I was gifted a showcase frame Cruelclaw after playing it once which was unexpected and awesome.
also, if you wait a couple extra turns, you can float enough mana to re-cast cruelclaw from the command zone (with tax)
Why though the longer games go on the more likely a counter will pop up . And if someone has a burn instant you auto lose if the stack it after
You need to deal combat damage to a player, so if everyone has a blocker your game plan is ruined. Not to mention a bolt, a board wipe or a counterspell because you still cast a worldfire, you just do so without paying mana
So the best strategy is to pull this off ASAP
No you can't read worldfire.
Didn't realize how sophisticated this deck can be. Thank you for making this video.
I've also found ideal play with this deck is to mull down until you get a haste land or until you have 2-3 cards starting, because this will minimize the odds of drawing worldfire and you are always guaranteed land drops anyway
what about mull until you have the worldfire, so your almost guarentee that its put on the bottom
@@ScorpioneOrzion You actually do not want worldfire near the bottom, everything you exile before it is gone from the game. Cruelclaw does not mention putting them back in the library.
@@ZZeta83you could mitigate that by playing hit the mother lode and gaining some treasure token while you’re at it.
There's an arena brawl deck that does something similar that I end up fighting all the time. It's commander crucius lets you discard a card to seek a non-land card and make a treasure. The deck is all mountains and swamps so when they tutor out caldera breaker they do 40 plus damage with the trigger. The issue is caldera breaker is a 6 CMC card, so they always play it two turns after the commander which if you're on any sort of blue gives you way too much time to find a counter spell. This looks like it gets around that quite a while this is devious sir, thank you.
7:30 isn't hall of the bandit lord supposed to come in tapped? You would need to play it turn 1 for this to work.
You can also slap a card with an adventure. So you have a chance of hitting the adventure before the world fire, cast the adventure part of it so it goes into exile. Then you just have a cheap creature sitting in wait after playing a couple lands.
The fireworks-"party" that seems to be going on in the back of "The Infamous Cruelclaw" art is turning into a Worldfire, hehe
came here for the hashep, wasn't disapointed
Another fun red sorcery is Insurrection “Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.”
Unfortunately you won't have any turns left to use them because you are already past combat phase this turn
Dude i came up with this same idea when he was spoiled! Cool to see others had the same idea!
Made this deck, but added cauldron familiar, and thinking of adding a staff of nin and hit the motherload so i have a way to win.
Maybe new capenna fetches for life gain but otherwise basics will do for mana base.
Delightfully devilish, Seymour.
My best pick for a worldfire deck is Edgin, Larcenous Lutenist, you get to do a lot with foretold cards after casting worldfire
Correct me if wrong, but you can have Obosh as the 101st card cause companions are broken even in Commander.
You can, but do you really need it? Obosh alone won't save you if something goes wrong, and you will need to wait 5 turns after a board wipe, at this point you're better killing your opponents with anything else
I'd still put it in this deck just in case, but hardly believe it will be of any use
Not every day (but often enough) I think about how I’m happy I picked up 2 Tabernacles years ago.
I would cut the fetch and search cards as they increase the chance you top deck Worldfire. For a tight deck like this, a small optimization wouldn't hurt.
If the Cruelclaw goes land, pass, land, pass the first two turns I am telling the table to nuke the commander.
Ain't no way they are going to Weasel out of that.
I mean, this kind of deck just seems like it would realistically end with everyone at the table holding up counterspells, or repeatedly nuking Cruelclaw, both because of the threat and out of spite.
The most obvious outcome tbf
Get out!
@@cigbhungus3359 that's why you make it weasel roulette, with five wincons and one phage the untouchable. a one in six chance of phage, five in six chance of a wincon. yes, it's still a problem, but also you might get phage the untouchable.(yes, I am aware of the fact that technically you don't have to cast phage if you grab them with cruelclaw, but if your running phage in a cruelclaw deck, and you don't cast them after grabbing them with the weasel, nuking you is the only sane option)
Worldfire + Teferi's protection seems like a fun idea
I'm actually doing something similar but with the eldrazi titans and blightsteel as a sort of "boss rush" style deck. Worldfire is fine too, though I thought it was banned.
It was banned, but not any more :)
@8thPlaceDave Huh, never knew it got unbanned. Though it's still not something I'd find fun sitting across from personally. Though may be fun once.
Was expecting a joke video, but got a surprisingly serious one. Interesting idea.
Seriously nice deck idea.👍
I had the meme Maelstrom Wanderer deck that wins using Jace, Wielder of Mysteries. I still got mana screwed playing a 97 land deck because I did not draw a green source before the blue player stripped our hands with Narset. Retired the deck that very night.
Be right back, i'm going to scrap together a budget Lavinia, Azorius Renegade deck to have on hand in case someone breaks this out. It will include Meddling Mage and Jester's Cap just for the hell of it.
I'll even alter Lavinia to be the SWATbot with the "No Fun Allowed" sign.
Inkmoth wouldn't actually take out an opponent with 1 life until it hits them for 10 infect because a creature that deals infect damage doesn't cause an opponent to lose life.
Talon Gates is actually really funny in this deck because it lets you keep your commander post-Worldfire.
I need some help please, lets say the combo went through, then if i play my commander again and attack, dont i need to exile my whole libary because i dont hit an non land card?
basically, the biggest brick possible for the deck is having worldfire in the hand
With the number of land activated abilities, I’m surprised you aren’t running sunken citadel. Works perfectly with man lands or lands you want to activate the abilities of more quickly
Oh, neat, those lands that enter tapped and ping a dude for 1 damage might be useful here
My idea was 97 lands + Havoc Festival + Wound Reflection. Do have to get two hits in, but also funny.
So basically this deck just checks if anyone at the table is holding up counter magic on the turn cruelclaw attacks?
Basically
Inkmoth Nexus wouldn't help you win, it has infect and deals poison counters to players instead of regular damage. see comprehensive rule 702.90b
702.90b Damage dealt to a player by a source with infect doesn’t cause that player to lose life. Rather, it causes that source’s controller to give the player that many poison counters. See rule 120.3.
That's interesting kind of a class Cannondale but what do you do if you get the spell on your opening hand or worse yet it gets countered
Peak Magic right here
This deck also meets the conditions to run Obosh as your companion...
I play this commander. 48 swamp 48 mountains. 3 spells. worldfire, magic missile, and surreal memoir.
works very well until you opponents can cast cheap creatures or burn spells before you could cast cruelclaw out.
Inkmoth nexus won’t work in this deck the way you’re hoping. It won’t do any damage, it’ll only give a poison counter
Would you actually play all 10 fetch lands? I may be missing something, but I believe flooded strand, misty rainforest, and windswept heath are functionally useless in this deck (not illegal though).
You have a point
Hall of the bandit lord enters tapped so would have to play turn 1 in your turn 3 scenario
Oh yeah true
Inkmoth Nexus wouldn't work well because it has infect and would only deal poison damage.
I might build this with Obosh as the companion.
I’ve built a deck like this, however instead I added a phyrexian colossus instead, so I can drain my life in record time!
Instructions unclear. Worldfire is always in my hand
@@AidanWR Mulligan.
Add Urborg and Yavimaya to allow the painful lands to continue tapping for mana post-worldfire
So hypothetically. Darksteel mutation
Some land called leech bog or somthing. B-tap, deal 1 damage to each opponent, gain 1 life
Might I suggest one more nonland card: Chandra, Awakened Inferno. 50% odds of her coming into play before the Worldfire and giving each opponent that damaging emblem
This sounds like something a coke addict would cook up after locking himself in his apartment bathroom with only a trade binder and a ziplock full of commons.
I have Worldfire and Phage in the 99. I call it the gambling deck haha
The filter land won’t actually work with ancient tomb as the filtering mana needs to be one of the colors produced by the filter land, but the Ancient tomb is still useful to recast the commander in desperate circumstances.
You think this deck scares me? I play Oloro.
What a beautiful way to farm the salty tears of my friends 😂❤
There are many lands that ping the enemy for 1 damage when entering and would make for a winning top deck post world fire
I k moth nexus would not work since it won’t damage the opponent only give them poison counters right?
I've won many games with 99 land scarab god. It even has field of the dead and urborg/coffers. If your commander gets killed just return back to hand and start using the ability again
I think a hilarious power move would be to cast worldfire and then ping yourself out of the game. The other players will obviously want to take you out so if you remove yourself now they have to figure out who's next to die
Inkmoth Nexus feels bad in this deck since it does damage in the form of infect damage. Do you want to ping them 1 damage or do you want to win with 10 x per player infect damage?
My friends are gonna be amazed
I want to see a commander game or frew that are just "everyone is running 99 lands" or as many lands as possible
If you attack turn three but haven't played a land, then how do you finish your opponent off postcombat if your hand is gone? Am I missing something?
You attack on turn 2 if you give Cruelclaw haste
2:35 inkmoth nexus cant kill a player at 1 hp, it doesnt do damage
2:00 literally impossible to "tap a land after having cast Worldfire" unless it's "on the stack" but then what's the point of floating mana?
You play the land after you've cast Worldfire, and you can tap it :)
Wouldn’t you need to play hall of the bandit lord on turn 1, since it comes into play tapped?
Yup :D
Whats beautiful about this is that you can reset the game and kill someone by drawing a land, but your opponents will either draw a land OR a spell and wont be able to do anything with it.
8:04 I mean this in a 4 vs 4 game would be interesting. Not sure if your teammates would be happy.
Haha you're right
lol, was going to comment questioning Ancient Tomb, everyone else already has.
There it is Dave doing the divine work and pushing the price of all these lands by making them useful and the demonic work trying to make us build a deck to looose all of our Mtg friends😂😂😂😂😂i'm just joking i love these meme decks so much! Thnaks Dave!
So what is the game plan if you draw worldfire as your first draw turn 1
You’re fucked
Look forward to the next game
I know its not the right colors for this deck but since Khans of Tarkir first came out I've always wanted to swing with a "Meandering Towershell" then Worldfire 2nd mainphase into just winning with my turtle boy. lol
That would be great ;)
Finally, commander aggro red is real..
But at what cost?
Hit the mother lode seems like a card that’d be a good addition.
replace worldfire with neverending torment, add reliquary tower, and just slowly take all of the winning pieces or lands out of one unlucky opponents deck
i went to a PTQ in houston back in the day, got 0-4 but the highlight was beating someones mutavault with my ghitu encampment. Hahaha This was right when mutavault came out, it was a very expensive.
That Hashep Oasis just slipped in there 😂
;)
god im so ready to play this deck, nearly get a turn 3 or 4 victory, just to be bested by 2 blue mana.
The filter land you showed for ancient tomb can't use colorless 😑
5:20 you would actually need a Signet Land not a filter land, filter lands still need color'd manna to even use
Why doent hall of the bandit lord not come in tapped?
It's a mistake on my part. You could just play it on turn 1 though.
So if the shuffle is bad, worldfire is on the bottom, and you lose when you try to draw your next turn
Inkmoth Nexus doesn't work in this deck as it doesn't deal damage it would give a poison counter instead
I just laugh in ankh of mishra and dingus egg, maybe my underworld dreams too.