5:21 Graven Cairns itself wouldn't work with Ancient Tomb since it takes {B/R} to use the filter ability. Shadowblood Ridge and Great Hall of the Citadel work though. 7:31 The order of those lands has to be swapped-Hall of the Bandit Lord enters tapped so it'd need to be played turn 1. Feel like the first game played with this deck would be really funny since the opponents will not necessarily see what's coming for the first 2-3 turns (missing 1 and 2 drops is not so suspicious I think that they'd assume it's (nearly) all lands unless they've seen this particular strategy already).
This seems like the quintessential "play once and done" deck. I can't imagine someone getting excited to pilot this deck over and over again, and even less so play against it.
I think it's important for everyone to build a deck like this at least once both because it's a fun deckbuilding challenge and because it can be fun to show off *your* favorite goofy 99 lands pet deck combo (Here for 99 land OG Ashling loops and 95 land Kaho, Minamo Historian + Mana Severance combos all day) but yeah I agree with you, it's usually a "one and done" kind of experience if a table even lets you pull it out.
It's an important deck to have when your playgroup starts cutting answers. If they're losing to this then they're doing something wrong in deck building and need to be taught a lesson.
@@AxillaryPower2 just make it a russian roulette deck with a few cards that make you lose like leveler and a few good cards. And just say you force yourself to cast them.
A few things: 1: you could probably toss in a Field of the Dead as incidental "the game went too long" insurance. 2: Companions don't take up a slot in the 99. They are a true 101st card, so you'd still be 99 lands and Cruelclaw.... and Obosh. 3: You could actually use Talon Gates of Madara to phase out a Creature Land you've animated, or if you've gone long enough you can activate its last ability while Banefire is on the stack, putting it into play to phase out Cruelclaw. Since he's phased out, he doesn't exist, and won't be exiled by Worldfire.
Just make sure you don't put Obosh in your hand before casting Worldfire - unless you plan on using it purely as a blocker (as it will be exiled when you cast Worldfire).
If you phase out Cruelclaw you can do the funny play of killing someone with him then exiling your entire deck since you have no spells and losing on your upkeep, otherwise he is just a blocker
I don't even think the game needs to have gone on long for that last one to happen. It works on curve - T3, play Cruelclaw for 3; T4, play land, swing, Worldfire, pay 4 mana to throw Talon Gates at your weasel. Assuming you don't have to sink mana into making him unblockable, of course
@@hamsterfromabove8905 Just drop lands until you can hard-cast it 😅 Or mulligan until you can put it on the bottom I guess (although you will have a 'exile your library' issue..)
@@prok3jpeg Eh honestly I've softened a Lil. You get to do it once to me, yay, you had your fun, cool. After that, I'm doing it so everyone else can have a fun match.
@@dannybeane2069 who's having a fun match after you mull to two and shut down one deck? better to just end the game so you can shuffle up again, or deal with this in rule 0
@87539319 I mean hope I'm in the other two players good graces enough for them to not dog pile before worldfire can be countered. If not. Welp, I tried
Oh yeah, get ready to lose some friends with this one. I tried this exact idea a couple days ago and it worked like a charm. Personally I like the storage counter lands (bottomless vault, dwarven hold, mercadian bazaar, subterranean hangar, molten slagheap, and mage ring network.) Getting just one of these lands allows you to 'ramp' twice as fast and makes worldfire a lot more castable if it ever ends up in your hand, or to get up to the 5 mana you need for some of the damage and man lands post-WF
@@ubertuna1 if your friends can't stand losing to a 1 card meme deck, then you need to find new friends anyway! Let em have it but don't pull it out every game; cuz then _you are the asshole_
@@JakeyEpix he just means it’s no fun to play with completely non-interactive combo decks, so don’t play them too often or at all in a group situation. Just common sense,
@@godzilla80192 Infect doesn't keep the card from doing damage - it simply changes the result of the damage (to give counters instead of loss of life or marking it on a creature). A Commander with Infect still deals Commander damage. A creature with lifelink and infect still lets you gain life.
I think I'd remove all the City of Brass type lands for the same reason as fetches. They are terrible topdecks after your plan, and I can't imagine it's that hard to hit your colors in a 98 land deck. At worse you just mulligan if you get a hand that doesn't do red and black, it's not like you can play all your cards anyway.
I personally like the idea of this deck as a “Russian roulette” strategy. 93 lands and six spells. One being Worldfire and another being Phage. I just need to figure out the other 4 spells
I can definitely consider Neverending Torment, you are not gonna be playing the game, but you can absolutely make sure everyone else's life is miserable because of you. You can also contain something such as Call Forth the Tempest, which has two Cascade Triggers, though it is only an 8 cost, but you can effectively see it as firing "two additional shots", though, it is destined to miss any 8 or higher costs, so it's better if you choose to use more than just Phage as spells under 8MV Void Winnower or "You can't Even" is also a great option for just screwing with people Another way to do "extra shots" is thru the use of Extra combat phase spells, but instead of "two more" it's just "one more" Hopefully you got some funny ideas
@@adamxue6096 Neverending Torment is funny. Ill heavily consider it. Call Fourth, I originally thought about running. But I want it to always be a 1/6 shot. And Void Winnower, I also thought about, but I'm just gonna run the og Ulamog. But thanks you for some recommendations.
@@BuddyIsGarbage Glad you liked Neverending Torment! On a similar vein, you can also run Undying Flames, while stacking the rest of the spells as high costs, so you get 5 shots thru 5 turns exactly after triggering Undying Flames to kill your opponent(s), and then Undying Flames will exile the rest of your library, making sure you are dead dead when your turn arrives Unlikely to win you a lot of games, but can be really funny pretending that you are doing stand offs OG Ulamog is def gonna be one huge jumpscare for people tho Ig any of the Titans would be potentially winning you games Anyhow pls fill us in, in what you eventually decides to load into your gun :D And pls tell us how well your friends "received" the roulette, I'd build this myself but I am restraining myself from buying cards lately
Final fortune, Last chance, Warior's oath and Glorious end maybe? Sure, they both don't make you lose the game immidiately, but you basically will have nothing left to do and lose right after that. Maybe give a last speech during that time
@@MinuracOne to be completely precise, it does deal damage, BUT it deals damage in a way that doesn't cause loss of life. But it is the loss of life that is replaced and not the damage. But yeah it still doesn't work
Hey there! Normal damage applies in addition to poison counters. The creature needs to deal that damage in order for the poison to even transfer (a 0 attack, infect 10 creature would do nothing if it was unblocked). So you would still kill your opponent. Nevermind, infect and poison are different my bad.
I love the idea!!! One weakness I see is getting worldfire countered… maybe run some tutors to have something like red elemental blast in hand at all times? And when you get the tutor with the commander’s ability then have some that put something on top of your library? Am just thinking out loud, this deck is indeed sweeeeeet ❤
Since you're only playing one land each turn it's usually optimal to mulligan a several times until you find worldfire so you can put it on the bottom and not risk drawing it. Probably don't want to go all the way to 0 cards so you don't topdeck a tapped land when you want to play Cruelclaw. Though also maybe not since that could alert everyone that you have something in mind for when Cruelclaw connects
That mulligan idea is actually great! I built this deck some time ago just for the gimmick, and last time I played it, an opponent forced me to draw the Worldfire (by making us both draw like 20 cards) 😅 I'm going to follow that tip next time I bring out this deck.
@@beepbeepitsthenononpatrol507 oof should've actually read the card instead of assuming it put them back, though it is good to know that there is no need to concede if you draw worldfire because you can do the much funnier play of decking yourself by failing to find on the cruelclaw trigger if you don't feel like waiting until turn 9 for worldfire
A thing i would reccomend is also running "hit the mother lode" and "creative technique". This still garuntees the worldfire but also allows you to potentially attack with cruel claw again a few times (otherwise you will deck yourself. Ususally you only get one more attacl and it has to be the killing blow as it will ecile your whole deck) and lowers the chance of loads of your deck being milled out and you having no win cons.
I think more of the New Capenna fetch lands would be better than some of the dual lands like Rakdos Guildgate and Rakdos Carnarium. While you are in topdeck mode, you really don't want to see them, and the fetches give you life and thin your deck out
Recommend this actually being a 97 land deck, with a Chandra, Awakened Inferno. As emblems are not permanents, they are not exiled by Worldfire and thus will kill your opponents in order. In games where you hit Worldfire the first attack, you play the game as you normally would, and in games where you get off the second attack with Cruelclaw you no longer are reliant on drawing a ping land.
You need to deal combat damage to a player, so if everyone has a blocker your game plan is ruined. Not to mention a bolt, a board wipe or a counterspell because you still cast a worldfire, you just do so without paying mana So the best strategy is to pull this off ASAP
You can, but do you really need it? Obosh alone won't save you if something goes wrong, and you will need to wait 5 turns after a board wipe, at this point you're better killing your opponents with anything else I'd still put it in this deck just in case, but hardly believe it will be of any use
I have this deck built and it is hilarious. My playgroup is great and just rolled with it. Once after the Worldfire happened one friend actually found a Curse of Opulence and threw it on another friend so fast to incentivise me to attack them instead lol. I was gifted a showcase frame Cruelclaw after playing it once which was unexpected and awesome.
I've also found ideal play with this deck is to mull down until you get a haste land or until you have 2-3 cards starting, because this will minimize the odds of drawing worldfire and you are always guaranteed land drops anyway
@@ScorpioneOrzion You actually do not want worldfire near the bottom, everything you exile before it is gone from the game. Cruelclaw does not mention putting them back in the library.
There's an arena brawl deck that does something similar that I end up fighting all the time. It's commander crucius lets you discard a card to seek a non-land card and make a treasure. The deck is all mountains and swamps so when they tutor out caldera breaker they do 40 plus damage with the trigger. The issue is caldera breaker is a 6 CMC card, so they always play it two turns after the commander which if you're on any sort of blue gives you way too much time to find a counter spell. This looks like it gets around that quite a while this is devious sir, thank you.
I'm actually doing something similar but with the eldrazi titans and blightsteel as a sort of "boss rush" style deck. Worldfire is fine too, though I thought it was banned.
Made this deck, but added cauldron familiar, and thinking of adding a staff of nin and hit the motherload so i have a way to win. Maybe new capenna fetches for life gain but otherwise basics will do for mana base.
You can also slap a card with an adventure. So you have a chance of hitting the adventure before the world fire, cast the adventure part of it so it goes into exile. Then you just have a cheap creature sitting in wait after playing a couple lands.
Be right back, i'm going to scrap together a budget Lavinia, Azorius Renegade deck to have on hand in case someone breaks this out. It will include Meddling Mage and Jester's Cap just for the hell of it. I'll even alter Lavinia to be the SWATbot with the "No Fun Allowed" sign.
Would you actually play all 10 fetch lands? I may be missing something, but I believe flooded strand, misty rainforest, and windswept heath are functionally useless in this deck (not illegal though).
I would cut the fetch and search cards as they increase the chance you top deck Worldfire. For a tight deck like this, a small optimization wouldn't hurt.
If the Cruelclaw goes land, pass, land, pass the first two turns I am telling the table to nuke the commander. Ain't no way they are going to Weasel out of that.
I mean, this kind of deck just seems like it would realistically end with everyone at the table holding up counterspells, or repeatedly nuking Cruelclaw, both because of the threat and out of spite.
@@cigbhungus3359 that's why you make it weasel roulette, with five wincons and one phage the untouchable. a one in six chance of phage, five in six chance of a wincon. yes, it's still a problem, but also you might get phage the untouchable.(yes, I am aware of the fact that technically you don't have to cast phage if you grab them with cruelclaw, but if your running phage in a cruelclaw deck, and you don't cast them after grabbing them with the weasel, nuking you is the only sane option)
I need some help please, lets say the combo went through, then if i play my commander again and attack, dont i need to exile my whole libary because i dont hit an non land card?
Inkmoth Nexus wouldn't help you win, it has infect and deals poison counters to players instead of regular damage. see comprehensive rule 702.90b 702.90b Damage dealt to a player by a source with infect doesn’t cause that player to lose life. Rather, it causes that source’s controller to give the player that many poison counters. See rule 120.3.
Inkmoth Nexus feels bad in this deck since it does damage in the form of infect damage. Do you want to ping them 1 damage or do you want to win with 10 x per player infect damage?
Inkmoth wouldn't actually take out an opponent with 1 life until it hits them for 10 infect because a creature that deals infect damage doesn't cause an opponent to lose life.
I had the meme Maelstrom Wanderer deck that wins using Jace, Wielder of Mysteries. I still got mana screwed playing a 97 land deck because I did not draw a green source before the blue player stripped our hands with Narset. Retired the deck that very night.
With the number of land activated abilities, I’m surprised you aren’t running sunken citadel. Works perfectly with man lands or lands you want to activate the abilities of more quickly
I play this commander. 48 swamp 48 mountains. 3 spells. worldfire, magic missile, and surreal memoir. works very well until you opponents can cast cheap creatures or burn spells before you could cast cruelclaw out.
The filter land won’t actually work with ancient tomb as the filtering mana needs to be one of the colors produced by the filter land, but the Ancient tomb is still useful to recast the commander in desperate circumstances.
Might I suggest one more nonland card: Chandra, Awakened Inferno. 50% odds of her coming into play before the Worldfire and giving each opponent that damaging emblem
@@8thPlaceDave so you can pay the 3 life, then play wildfire, then spend the 1 mana to do the one damage? Or do you just mean do the damage before wildfire? Which wouldn’t be any benefit. Wildfire is my favourite card so this is important 😂
I've won many games with 99 land scarab god. It even has field of the dead and urborg/coffers. If your commander gets killed just return back to hand and start using the ability again
I know its not the right colors for this deck but since Khans of Tarkir first came out I've always wanted to swing with a "Meandering Towershell" then Worldfire 2nd mainphase into just winning with my turtle boy. lol
There it is Dave doing the divine work and pushing the price of all these lands by making them useful and the demonic work trying to make us build a deck to looose all of our Mtg friends😂😂😂😂😂i'm just joking i love these meme decks so much! Thnaks Dave!
i went to a PTQ in houston back in the day, got 0-4 but the highlight was beating someones mutavault with my ghitu encampment. Hahaha This was right when mutavault came out, it was a very expensive.
I think a hilarious power move would be to cast worldfire and then ping yourself out of the game. The other players will obviously want to take you out so if you remove yourself now they have to figure out who's next to die
replace worldfire with neverending torment, add reliquary tower, and just slowly take all of the winning pieces or lands out of one unlucky opponents deck
Whats beautiful about this is that you can reset the game and kill someone by drawing a land, but your opponents will either draw a land OR a spell and wont be able to do anything with it.
@@MrTheanimekiller Would you even have mana to float? Cruel Claw triggers in the combat phase, so mana added to the pool then would empty by main phase 2, unless they changed rules