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Zeige Revision 35. There is a more recent version of this deck.
Primer under construction.
No really, Korvold, Fae-Cursed King is just all around better for a Jund deck. He replaced Lord Windgrace as the Jung lands commander and replaced every Jund sacrifice commander, including Vaevictis Asmadi, the Dire. Having a really powerful source of card draw on a commander makes him really easy to play. He's even in this deck as a source of card advantage.
Regardless, I like Vaevictis.
[Placeholder]
First off, this ability is not like Chaos Warp. I need to get that out of the way right now.
Do I need to go over each individual mana rock and mana dork? Do I really need to justify each one? No? Okay good. Because Vaevictis costs 6 mana I want to use the more efficient ramp spells to get him out sooner. I'll instead go over some of the more interesting ramp spells.
Awakening Zone: Also acts as sacrifice fodder for when Vaevictis attacks.
Curse of Opulence: Very good mana ramp. Always stick this on the player who is least likely to attack.
Sanctum Weaver: There is a decent number of enchantments in this deck. Sanctum Weaver frequently taps for two or more mana.
Shaman of Forgotten Ways and Somberwald Sage: It's pretty easy to get these guys out turn 2, which then gives a turn 3 Vaevictis.
Treasure Vault:
Notable Exclusions
Bloom Tender: Believe me, I want another on of these for this deck. I'm using Ilysian Caryatid for now, but if I do get a Bloom Tender I'll make the switch.
Gilded Lotus:
Goldspan Dragon:
Revel in Riches:
Tinder Wall:
Abundance: As mentioned earlier, it's useful when Primal Surge is cast. It's also just a generally good card for helping with draws. Also, if you have this and Sylvan Library you can get three cards and you don't have to pay the 8 life. Neat!
Aid from the Cowl: Something of yours is getting removed every turn and you're almost guaranteed to reveal a permanent off the top. This is just a free card every turn.
Bolas's Citadel: An absolute powerhouse. If you have the choice to either play Vaevictis or the citadel, choose the citadel. You'll get a crazy amount of card advantage off if this card.
Bonder's Enclave & War Room: Card draw on these lands is... not the greatest. You don't always have access to good card draw, so these are good enough at times.
Colossal Majesty: An extra card every turn. Nice.
Coveted Jewel: I'm trying this card out. This deck does sometimes run out of cards to cast. I'm hoping that by letting people take this from me, I'll get three extra cards each turn.
Deathreap Ritual: Something is dying on each of your turns. Between yourself and three other players, it's practically a guarantee. Keep in mind that unlike Aid from the Cowl, this card checks each turn, including your opponents' turns.
Garruk, Primal Hunter: He's mostly used for drawing 6 cards, but also doubles as providing fodder.
Humble Defector: This is a tricky card to use, but if you're good at politics it'll be two extra cards each turn. Here's the trick: you make your opponent promise to give this card back to you. If they don't, then you never give it to them ever again. Even in future games.
Korvold, Fae-Cursed King: Just use Korvold, he's better. Snarkiness aside, he does provide very good card advantage.
Sylvan Library: Not only is this extra card draw, being able to rearrange the cards so Vaevictis flips into something good is also a decisive advantage.
Notable Exclusions
Enchantresses
Mirri's Guile:
Sensei's Divining Top:
Because of the "no instants/sorceries" restriction, I had to get creative with the interaction package. While a lot of this is instant-speed removal, it's not subtle. Your opponents will see it coming.
Arcane Lighthouse & Bonds of Mortality: Hexproof and shroud do prevent Vaevictis' ability. Show them who's boss.
Boseiju, Who Endures: The only piece of instant-speed interaction that your opponents won't see coming. This card was a godsend for this deck.
Ground Seal: Grave hate baby! Something we need more people to play in this format.
Karn, the Great Creator: There are a lot of mana rocks being used these days. This dude trips them up.
Mayhem Devil: Try to not forget these triggers, like I often do. There are a lot of things that get sacrificed with this deck (at least 4 per turn) so the damage adds up.
Scavenging Ooze: More grave-hate! This one's at instant-speed.
Seal of Doom: Instant-speed creature removal.
Seal of Primordium: Instant-speed artifact/enchantment removal.
Ulvenwald Tracker: Instant-speed creature removal. As a 6/6, Vaevictis wins most fights.
Winter Orb: So I know this card isn't very popular, but it does work well in this deck. With all of the non-land ramp in this deck, I can mitigate it's effects on me. And Vaevictis can always get rid of it if it annoys the table.
Notable Exclusions
Dirge Bat:
Jarl of the Foresaken:
Latulla's Orders:
Scavenger Grounds:
Bloodlust Inciter & Goblin Motivator: Simple haste enablers. They can also immediately be used as the first sacrifice for Vaevictis.
Generator Servant: I absolutely love this card. I stand by that you should use this card in any red deck where your commander benefits from haste.
Hall of the Bandit Lord: The only land in this deck that enters tapped. Haste is a good enough upside that it's worthwhile.
Need for Speed: It's just one land you have to give up, don't worry about it. You can then use Need for Speed as the first sacrifice.
Notable Exclusions
Aspect of Mongoose: Gives "hexproof" and also recurs itself.
Guardian Augmenter: Instant-speed protection that your opponents won't see coming. The buff is also nice.
Kaya's Ghostform: Vaevictis is a magnet for removal. This enchantment is enough for people to not even try.
Lightning Greaves: Shroud and haste. Awsome.
Possibility Storm: It might seem weird for me to call this protection, but if your opponent casts a removal spell, it'll flip into something else. It helps.
Rhythm of the Wild: Weirdly enough Vaevictis is more commonly removed than countered. It's still nice to have this, as it also doubles as a haste enabler.
Swiftfoot Boots: It sucks that you have to pay one extra mana for haste, but this is still good.
Sylvan Safekeeper: Sacrificing a land to save Vaevictis is a good trade.
Wandering Archaic: If an opponent casts a removal spell, you can copy it and remove one of their things. It makes them hesitate to play removal on your things. Oh also, you will never play the Explore the Vastlands side.
Whispersilk Cloak: This is probably the worst protection spell of the bunch. It's good enough for now.
Notable Exclusions
Prowling Serpopard
Vexing Shusher
I already explained why I'm using these combos in the "Winning the game" section. Instead I'll just go over the combos I'm not using.
Notable Exclusions
Defense of the Heart:
Rionya, Fire Dancer + Combat Celebrant:
If you've been reading this primer from start to finish you'll have noticed that I've already mentioned quite a few cards that provide fodder for Vaevictis. All if those cards had a different primary function. The following cards are used almost exclusively for providing fodder.
Gadrak, the Crown-Scourge: This guy will never attack, don't worry about it. His real purpose is to create treasure tokens after Vaevictis removes a bunch of creatures. I didn't include him under ramp because he's not any good in the early game.
Garruk, Cursed Huntsman: He's expensive, so I've considered taking him out. But being able to provide fodder and be used as removal has kept him in. Also, the wolves occasionally give loyalty to Garruk, Primal Hunter and this emblem is really easy to pull off.
Grismold, the Dreadsower: The token every turn is good, but you also have to remember that tokens are readily sacrificed by other players, either as blockers or for some other value. Grismold can get very big, very fast.
Loyal Apprentice: One token every turn. For two mana, I'll take it.
Ramunap Excavator: Now you can replay any land you sacrifice to Vaevictis. Even better, if you've used a fetchland you can replay that every turn.
Sarkhan Vol: Steal an opponent's creature and then sacrifice it. Yeah it's mean but it gets results. Sarkhan also doubles as a haste enabler.
Sokenzan, Crucible of Defiance: If you don't end up playing this as a land, the tokens are decent if you have nothing else to spend that mana on.
Treasure Nabber: Unfortunately, your opponents become wary of their artifacts while this guy is out. While he does give fodder and mana ramp, it's not as much as you think. Still, that also means that your opponents won't be using their mana rocks, so that's a nice benefit too.
Notable Exclusions
Crucible of Worlds:
Titania, Protector of Argoth:
Several Vraskas
Colossification: This card causes surprise knockouts. You attack someone and it ends up being to top card. So they take 26 commander damage... and lose. You can also use top-deck manipulation to ensure that it will be the top card.
Forbidden Orchard: This can be an interesting political card at times. In exchange for a favor, you can promise to give them a spirit that you'll remove with Vaevictis, instead of removing one of their good cards.
Runes of the Deus: Another card that surprise kills people. Not as good as Colossification, but still fun.
Despite this, Vaevictis Asmadi, the Dire still has his charms.
Notable Exclusions
Lantern of Insight:
Strionic Resonator:
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