W/R Samurai fun time

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So, some friends and myself are doing some tribal deck fun stuff we're restricting ourselves to somewhat obscure tribes or fun interesting ones... 
Looking to see if I can get any suggestions or help, trying to stray away from Aether Vial and the such to keep it from going too insane.

3 Nagao, Bound by Honor
3 Devoted Retainer
4 Battle-Mad Ronin
4 Hand of Honor
4 Ronin Houndmaster
2 Fumiko the Lowblood
1 Iizuka the Ruthless

3 Lightning Bolt
4 Lightning Helix
3 Call to Glory
3 Shared Triumph
3 Oblivion Ring

3 Bonesplitter

4 Battlefield Forge
4 Clifftop Retreat
4 Ancient Amphitheater
5 Plains
3 Mountain

Looking at Infiltration Lens as opposed to bonesplitter, the purpose of bonesplitter at present moment is to just force some second thought into blocking existing creatures and to even out the mana curve for some one drops.  
Also, maybe using Magma Jet just for the ability to fix draws.  

Godo, Bandit Warlord
Indebted Samurai
Oathkeeper, Takeno's Daisho
Takeno, Samurai General
Sensei Golden-Tail (gatherer ruling: multiple instances of bushido trigger seperately)

Off Color:
Isao, Enlightened Bushi

Specific Decks:
Konda's Hatamoto (if full of legendaries)

I'm noticing a pattern here.  Rather than bonesplitter, I'd use these guys to pump your creatures up to high heaven.  I tried infiltration lens and it never worked out well for me.  Since your opponent chooses he'll pick the worst: your key man will die when you already have a lot of cards anyway and your minor guy will deal 1 or 2 damage when your hand is empty.

Sensei Golden-Tail could be used to pull shennanigans with non-samurai.

coat of arms, no? konda's banner  is nice if you include the legendary lord.
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56778328 wrote:
Why did you post it here? "Hey, all you guys who play this game! I'm not gonna play it!" "Umm... Ok, dude."
coat of arms, no? konda's banner  is nice if you include the legendary lord.

if he's in a group of a bunch of tribal decks the coat of arms will bite as much as help.
No Brothers Yamazaki? How disappointing...

Door of destinies is what I prefer to use for pump.
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Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!
A thought occured to me while building my own samurai deck, since fumiko the lowblood makes an opponent's creatures ataack, maybe you should throw in some countermeasures so they won't hurt you, like batwing brume or ethereal haze or intimidation bolt, or something to wreck them like lightmine field or vengeful dreams or choking fumes
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