So I was messing around on Gatherer recently and I stumbled across a few Madness cards. I whipped up a decklist in BG but it seemed to be missing something...so I added red and now the deck has some serious oomph.
3 Arrogant Wurm
4 Basking Rootwalla
4 Greenseeker
2 Kris Mage
2 Notorious Assassin
4 Reckless Wurm
4 Wild Mongrel
4 Dark Withering
3 Fiery Temper
3 Roar of the Wurm
4 Strength of Lunacy
4 Evolving Wilds
5 Forest
5 Mountain
5 Swamp
4 Terramorphic Expanse
The early game is the hardest part. Your 4/4 tramplers are powerhouses in the mid-to-late game but fast decks will blow you out of the water before you stabilize. Kris Mage is kind of an antidote to that; I sideboard in two more against fast decks.
This deck works by abusing combat tricks. Consider this:
T1: Fetchland
T2: Untapped land, Wild Mongrel
T3: Untapped land, wait. The opponent goes to swing, discard a Wurm to your Mongrel and the opponent is now attacking a 3/3 and a 4/4. You kill two attackers (if there are that many) and then the game goes on. However, you're now up two cards and a few points of damage. That's crucial to winning with this build.
The important thing about madness combat tricks is to keep the opponent guessing. You might flash in a Wurm, you might just hold on to it and take a hit, to make it all the more damaging on the next turn. This deck requires the mind of a control player but the mindset of an aggro player, if you ask me.
Until next time, play on.
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