Glaring Fleshraker Combo! // Historic Ranked Magic the Gathering Arena

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  • Опубліковано 3 гру 2024

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  • @julienlegault4701
    @julienlegault4701 4 місяці тому +1

    I've been playing a very similar deck but with a few significant changes.
    I run 1 mana cantrips like chromatic star/sphere and mishras research desk instead of 2 mana ones so I don't have to have a reducer to go off.
    I only run 3x semblance anvil and 0 cloud keys to prevent bricking on a high mana cost card.
    I have 4x stonecoil serpent because it is both artifact and creature for semblance anvil and it can be cast on 0, gaining a mana with fleshraker out while still doing an extra damage from a colorless creature hitting the board.
    I run 4x wand of vertabre instead of inventors fair/buried ruin for getting back countered spells as it can return Fleshrakers as well as the other combo pieces. Plus it's one mana.
    I have 4x renegade map and 4x wastes to reduce the number of lands I run.
    I have 2x Branch of Vitu-Ghazi because you can disguise from the top of your deck with Mystic Forge, making it a land that won't necessarily brick the combo.
    I run an emergency zone to allow me to combo at instant speed to avoid counters.
    Love the video!

    • @averydart
      @averydart  4 місяці тому

      Thanks for the comment, and I appreciate you highlighting the differences in our decks! I'm very surprised that you're able to combo consistently with only 3x anvils - I find that hands just aren't fast enough unless I have a mana reducer in my opening hand, leading me to want the cloud keys as well. I like that cloud key doesn't require a card to go with it. I find, all too often, that when I'm going off I'll hit an anvil off the top, but have nothing to pitch to it. The anvil also sucks HARD against cards like Divine Purge or removal spells. In that sense, cloud key is a nod to stability rather than sheer speed.
      I've considered map, but I think the tech lands are far too powerful to run wastes instead. I'm not even sure a single basic land is correct in my decklist, but it feels bad when you turn your opponent's ghost quarter into a straight-up stripmine. It may be worth putting into another Volatile Fault for the Shifting Woodland/Nyxthos matchups, or perhaps another Blast Zone for miraculous wins such as in the final game.
      Thanks again for the comment! It's cool how differently this deck can be built :)

    • @averydart
      @averydart  4 місяці тому +1

      I tried out your decklist and I'm very impressed! The combo feels far more consistent once it's going, but the mana is a little shaky and mulligans feel necessary more often. Still, I think your decklist is an improvement.

  • @averydart
    @averydart  4 місяці тому

    Just realized I did NOT miss my land drop in game 4, but rather I only had 3 lands because I sacked one to Buried Ruins. I just forgot. Narrating plus doing these silly long turns is testing me, lol