I don't simply want a fatty from a big devour play. Obviously they're no-brainer inclusions with Sek'Kuar, right? Unfortunately, they cost too much for the deck (even with all that ramp!) and do too little. That's why you'll notice a startling lack of Jund "devour" creatures. Maximizing what you can do is very important. This makes it easier to steal creatures and sacrifice them on the same turn, or play the card(s) you drew from sacrificing. The best sacrifice outlets are ones that are repeatable (preferably on the same turn) and cost little/no mana to activate. It's ramp that also acts as a much-needed sacrifice outlet for the deck's shenanigans. Perilous Forays is another all-star specifically in this deck. Pawn of Ulamog is unique in that he ramps you in reward for your dying creatures, and the ramp he provides can also be sacrificed for goodies! They ramp, then you sacrifice their puny bodies for even more benefit. Ramping creatures like Farhaven Elf are no-brainers. You usually have so many plays per turn that your biggest restriction is often your limited mana base. Ramp is a crucial component of this deck. Some of them are your creatures that want to be sacrificed, like Viridian Emissary, and others are your opponent's creatures, which you steal with cards like Threaten and then sacrifice when you're done with them!Īs for the budget, here's the total cost excluding basic lands, tallied on : You sacrifice creatures to draw cards, ping opponents, gain life, land ramp, make opponents discard cards and sacrifice creatures, and yes, even make an army of 3/1 hasted tokens to obliterate your enemy.īecause you have so many ways to sacrifice creatures for fun and profit, the deck is packed with good sacrificial candidates. This deck revolves around sacrificing creatures for powerful effects. No individual card worth more than $1 Creatures Let me show you how I (ab)use the angry orc: It lets you win the board through attrition, trading your creatures for your opponent's creatures/removal and then continuing the assault with 3/1 tokens. At it's simplest, Sek'Kuar gives your creatures a second life, sort of like persist or undying. Nontoken creature goes in, token creature comes out. Sek'kuar's ability is pretty straightforward. Your dying creatures make more creatures that have haste and pack a punch? Yes please! I must build a deck around this sexy beast! This dude is so Jund, doing Jund-like things 2 years before Shards of Alara officially slapped the name on the color combination! Sek'Kuar doesn't have the devour mechanic, but his ability is far more exciting and actually compliments devour perfectly. The card demanded my attention as soon as I read it and instantly set my mind abuzz with deck ideas. I ran across this angry orc by accident while looking through the Gatherer search engine on Wizards' site. Sek'Kuar, Deathkeeper, is one of those undervalued gems. However, there are a few that deserve more attention. The majority of these potential generals are unknown for good reason: they're bland, outdated, and generally sucky. While there are dozens of known and loved generals, there are even more legendary creatures that are hidden from most Commander players' radars. Thankfully, even the most popular generals are hardly common sights at every table, and if we took a poll of the most played generals I doubt any one legendary would hog more than 5% of the total. Legendaries like Zur the Enchanter, Geth, Lord of the Vault, Sigarda, Host of Herons and Jhoira of the Ghitu pop up fairly often as go-to generals. The orcs of present-day Dominaria believe that Sek'Kuar still lives in the Karplusan Mountains, gathering his undead army for dark purposes.We have quite a few staple generals in Commander. The shaman was feared by all Terisians for his unpredictability and savagery. So cruel was Sek'Kuar that he casually sacrificed his own servants, but his power and charisma was such that they rose from the dead to continue serving him.ĭuring the war between New Argive and the Cult of Rimewind, Sek'Kuar's orcs performed raids on both sides. With his newfound ally and power over life and death, Sek'Kuar became infamous throughout Terisiare and attracted a large number of followers. In exchange for his life and a portion of the creature's eldritch power, however, Sek'Kuar led it to Dominaria, where he promised the monster a fresh supply of corpses from the plague-ridden city of Krov. In his youth, during a shamanic trance, Sek'Kuar made mental contact with a Void Maw, a cosmic horror that nearly destroyed him. Sek'Kuar was an orc shaman native to the Karplusan Mountains in Terisiare during the last days of the Dominarian Ice Age. Karplusan Mountains, Terisiare, DominariaĬoldsnap " Beyond the Grave" theme deck insert
0 Comments
Leave a Reply. |