Lands:
7 Swamp
6 Mountain
4 Bloodstained Mire
4 Dragonskull Summit
1 Kher Keep
Creatures:
4 Deathbringer Thoctar
4 Goblin Sharpshooter
3 Carrion Feeder
3 Festering Goblin
2 Endrek Sahr, Master Breeder
2 Greater Gargadon
2 Norin the Wary
Other Spells:
4 Genesis Chamber
3 Terminate
3 Lightning Bolt
2 Goblin Bombardment
2 Malevolent Awakening
2 Liliana Vess
2 Shriveling Rot |
 Let
the Bodies Hit the Floor.
Description of deck by its author
(quoted):
Let the bodies hit the floor. I couldn't think
of any more apt song and deck concept for this card. Deathbringer
without a doubt demands mass amounts of bodies to hit the floor the
second he steps foot out onto the battlefield. True bringers of death
shouldn't care who dies, only that death happens....a lot. Building the
deck took no thought, I knew I was sticking Black & Red, and immediately
had combo pieces and tribes in mind. From start to finish I intended for
the battlefield to not be a place of life and battle, but one perverted
and twisted to nihilistic and sadistic mutilation of life itself.
Red Goblins -- In modern Magic, there is no tribe that
loves sacrifice more than Goblins. Unoriginal deck building could easily
go straight up tribal on them, but I decided to incorporate only those
most dedicated to bringing death. Goblin Sharpshooters are nasty on
their own, but in a deck built in and around death they straight up
obliterate. They combo well with the Deathbringer, but perform amazingly
well with almost card in the deck. To spice it up I added Goblin
Bombardment to allow sacrifice for damage as well and as a few
game-ending Shriveling Rots. Malevolent Awakening helps to return slain
Sharpshooters to play as they are probably the strongest creature in the
deck and sure to be targeted heavily with removal. Sure Thoctar may be
the coup de grace, but Sharpshooters will shred the battlefield into
submission very early on. Should they happen to be on the battlefield at
the same time...well...woo...ooh...my.....
Key Game Ending Combo: Shriveling Rot + Goblin
Sharpshooter
Key Synergy: Goblin Sharpshooter + Everything
Black: Thrulls & Zombies. -- This is where some major
synergy comes into play. I went old school, thinking of the original
sacrificial tribes Thrull and Zombie. While I ended up ruling out
Thrulls in general I did bring along Endrek Sahar for his shenanigans
and Thrull making abilities. Should he be out when Deathbringer comes
into play, bodies will definitely hit the floor as six Thrulls come
rolling into play alongside the monstrous beast. Festering Goblin and
Carrion Ghoul are my favorite Black one drops and fit perfectly here,
causing early game havoc and enabling some powerful synergistic combos.
Greater Gargadon helps with enabling sacrifice, even if he does dominate
Endrek. In the end, Black ironically brings the tokens and life to the
deck. Creating fodder for Sharpshooters and the Thoctar.
Key Concept: Manaless sacrifice for effect Ultimately,
I decided to use six cards to make my favorite token dropping engine
instead of something simple like 4x Breeding or 4x Spawning Pit. To some
it may seem mind baffling perhaps even irrational, but in as my second
legend is Norin the Wary. Why you ask? The answer is singular: Genesis
Chamber. For three mana and two cards, you generate an extremely tough
to deal with token making scheme. Norin is extremely hard to kill and
Genesis Chamber is cheap and efficient. Best part, it generates
creatures for your opponent as well, which just means there are even
more squishy bodies to destroy. You may scoff at giving your opponent
creatures with the Genesis Chamber, but I play it all the time and in
the right deck it creates an unstoppable force of fodder.
Cashew's Signature Key Combo: Norin the Wary + Genesis
Chamber Overall, you can see how easily the deck plays. The concept is
simple and the support is brilliant. Two power spells Terminate and
Lightning Bolt offer a lot of oomph in supporting both control of the
field and the overal message that everything must die! Vess offers
toolbox support as well, or you can actually build to her ultimate which
in itself is game ending in this deck. I really like this deck and play
a similarly concepted ones already in black/green and red/green/black.
Deck Strengths: Dominates any non-ramp deck that relies on creatures.
Particularly effective against Ichorid, GW token, Naya, Faerie
Deck Weaknesses: Combo decks like Dragonstorm, TEPS. Draw-Go Control,
Ramp decks, Affinity/Tez
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