![]() ![]() Hope my tips will be useful! Have a nice one! Overall great deck and really really dangerous, instantly targeted by the table once they figure out what you plan to do lol. I run a lot more mana rocks and clones, usually find myself winning even without casting Vial Smasher by creating a horde of my opponents' big creatures or commanders exploiting the copying of Sakashima's copies. I also include Brudiclad and copy-makers for a ton of clones, a bunch of counters for protection, some instant and sorcery copying, 4/5 theft-themed classics and some cards with delve and evoke like treasure cruise or ingot chewer since their CMC is way higher than their actually casting cost: paying 1 blue for a treasure cruise still triggers Vial Smasher for 8 damage at random!!! I have been playing this deck since Sakashima got spoiled and it is FUN.īIG TIP I can give is to NOT clone Vial Smasher itself, but to clone the Sakashima copy, so that the clones will have the legend ability too, hence creating backups for our legend gimmick if the main Sakashima gets killed. Opinions expressed in this article are those of the author and not necessarily Cardmarket. What do you think? Do you like copying stuff? Do you have any fun stories you want to share of crazy things you copied? Let us know in the comments. So, in the end, I cannot say that the deck always wins without combat. I had a game where I ended up with three copies of Xenagos, God of Revels on my side of the field, which forced me to win with combat. The random element of Vial Smasher is always fun and unpredictable. It has the potential to win from out of nowhere just by casting spells and it doesn't worry too much about having the biggest, baddest creature in play. This is not a super powerful deck, but I always enjoy playing it in my playgroup. 1 Nicol Bolas, the Ravager // Nicol Bolas, the Arisen.Sakashima and Vial Smasher Win Without Combat Since we are in Grixis colors these are powerful cards that would deal a lot of damage when cast and they fit the flavor and theme. In this case I tried to keep big splashy spells on the low side with the exception of Nicol Bolas, God-Pharaoh and Nicol Bolas, Planeswalker. By blinking the clones we get to reset them and choose new permanents to copy.Īnother tricky aspect of the deck is the need to strike a balance between efficiency and big spells to cast in order to deal a lot of damage at once. As a way to protect Sakashima or even reset our clones, I included Essence Flux and Teferi's Time Twist. ![]() For this reason I did not want to rely so heavily on that aspect. Just by removing Sakashima, a player might be able to get rid of an army of copies of a legendary creature. However, while playing the deck, both you and your opponents will realize how fragile making multiple copies of legendary creatures is. One might be tempted to just focus on Sakashima's legend rule ability. To finish off games we can use a large Torment of Hailfire. Brash Taunter deals damage equal to the total damage dealt to it and paired up with Blasphemous Act or a big Chandra's Ignition can be quite explosive. Meanwhile, Burning Earth will deal 1 damage each time a player taps a nonbasic land for mana, and Immolation Shaman does the same each time an opponent activates an ability of an artifact, creature, or land (except mana abilities). Furthermore, Terror of the Peaks will deal damage each time we play a creature and Rampaging Ferocidon will burn players each time they play a creature. (Though this might depend on how political your playgroup gets.) Similarly Kaervek the Merciless will trigger each time an opponent casts a spell, but this time we can select where to send that damage. This will trigger each time we cast our first spell each turn, including each of our opponents' turns, and the fact that it's random means that we can technically talk our way out of taking blame for the damage. The goal of the deck is to deal as much damage as possible to our opponents via Vial Smasher's effect. ![]()
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