Saturday, June 2, 2012

Homura, Human Ascendant

Today I want to build a deck a little bit different. I've run into Homura, Human Ascendant a few times lately in my card searches and wondered how he would play out as a general. So, I will be building this mono red monstrosity and seeing how it goes. Being a mono color deck and that color being red there are some huge drawbacks that we will have to overcome.
Creatures you control get +2/+2 and have flying and "Red: This creature gets +1/+0 until end of turn." To me this means I want a lot of small creatures, perhaps a token theme. I'm also going to want multiple ways to sacrifice my general to make sure that this happens. I'm going to need some ways to overcome card disadvantage that is fairly common for mono red and aggro in general.

Sacrifice the general:
1)Goblin Bombardment- the most obvious way to sacrifice a creature in red. Also really good with a large number of tokens.
2)Magmaw- similar card that can sacrifice more permanents
3)Predator Dragon- can eat the commander when he comes into play, also good with tokens
4)Preyseizer Dragon- devowers some more.
5)Scorched Rusalka- another goblin bombardment
6)Shivan Harvest- hate for troublesome lands.
land-1-3)High Market, Keldon Necropolis, Miren, the Moaning Well - All sacrifice outlets without taking up card slots

Thats 9 sacrifice outlets, should be good for keeping out commander flipping out.

Tokens:
7)Beetleback Chief- I'm a fan- 3 bodies for 4 mana with no drawback.
8)Brood Birthing- 3 tokens for 2 mana, can be used to accel into a turn 3 homura (but that probably isn't ideal)
9)Chancellor of the Forge- could make for a lot of tokens, will always be at least 2 bodies.
10)Dragon Roost- reusable token maker, awesome for when we run out of cards.
11)Dragonmaster Outcast- Also good for making multiple dragons.
12)Elemental Mastery- put on anything with some power and it should make multiple tokens each turn.
13)Emrakul's Hatcher- makes 4 bodies for 5 mana
14)Goblin Marshal- another 4 bodies for 6 mana
15)Goblin Offensive- a 1 time shot token production
16)Rakka Mar- 1 token per turn
17)Rapacious One- quickly gets out of hand
18)Siege-Gang Commander- 4 for 5 mana.
19)Myr Battlesphere- 5 creatures for 7 mana.
20)Orochi Hatchery- play it at 4-5 counters, should make a ton of tokens
21)Pentavus- can spread himself out making 4 tokens
22)Soul Foundry- make tokens of token makers
23)Mimic Vat- similar to soul foundry but with even more uses
24)Batterskull- once the commander is in play it can be repeatedly used to make a token, but more importantly it makes a hard to kill guy with lifelink.
25)Hellion Eruption- Turns our fairly small creatures into 4/4 hellions

Other buffs for our tokens:
26)Aggravated Assault- letting our horde attack more than once seems important
27)Anger- should be easy to get it into the yard
28)Fervor- 2nd anger
29)Furystoke Giant- absurd with a horde of creatures
30)Haze of Rage- repeatedly used to pump the horde
31)Inner-Flame Igniter- pump the team and add first strike
32)Instigator Gang- +1 is good, +3 is awesome
33)Lavafume Invoker- again +3 is good
34)Rage Reflection - double the damage output
35)Urabrask the Hidden- haste, also makes it harder for an opponent to block.
36) Akroma's Memorial- lotsa buffs
37)Caged Sun- most of our creatures are red
38)Eldrazi Monument- indestructible!
39)Gauntlet of Power- again, mostly red


Other red spells
40)Insurrection- I dont need to explain if you have all the creatures you should win...
41)Tibalt, the Fiend-Blooded- the plus 1 turns bad draws into better
42)Chandra Nalaar- removal when needed, when not needed just ping and opponent to get up to her ult
43)Koth of the Hammer- his ult is the goal here.
44)Vicious Shadows- with so many creatures many are likely to die
45)War Cadence- can make creatures nearly unblockable
46)Word of Seizing- love hitting this one a planeswalker about to ultimate
47)Reiterate- Im looking for filler at this point, this card always has its uses
48)Chaos Warp- remove any target permanant
49)Bonfire of the Damned- good way to clear the way
50)Heat Shimmer- one of my favorite red commander cards, removes an opposing commander, or duplicates enter the battlefield effects
51)Mass Mutiny- to test it out, for now
52)Alpha Brawl- great way to clear an opposing board position
53)Tyrant of Discord- sick card, I think it's my favorite from avr
54)Moonveil Dragon- instead of giving 1 craeture +1/+0 lets give them all +1/+0 

Draw power:
55)Farsight Mask- deterant for attackers as well
56)Jayemdae Tome- simple draw
57)Mind's Eye- lotsa of draw, usually gets disenchanted quickly
58)Slate of Ancestry- hopefully will be strong when in topdecking mode
59)Urza's Blueprints- Ive always been a fan of drawing with this card. 

Land:
4-9)Blinkmoth Nexus, Dread StatuaryInkmoth Nexus, Mishra's Factory, Mutavault, Ghitu Encampment- mand lands are actually fairly strong for this deck
10-11)Kher Keep,Springjack Pasture- make some more tokens 
12)Valakut, the Molten Pinnacle and
13-40) Mountains, some damage if valakut shows up and enough red mana to run the deck.


Building a mono red token deck has been a little wierd. At one point I thought about switching it to a myr themed deck adding Myr Matrix and Myr Turbine, which should totally work, but I decided to stick to a more red theme.

No comments:

Post a Comment