Welcome to the final installment of the random creature challenge, the game where I choose a random creature type and then have to build a deck around it. From Carriages to Crocodiles, I’ve had to build some wild decks.
I use the Mistform Ultimus Watch on the Wizards homepage to randomly choose this creature type. Carriages, Volvers, Nomads, and Crocodiles have all been chosen. What will be next?
Isn’t the suspense really getting to you?
I hope so.
I could do that silly trick where the writer skips a lot of spaces and adds silly lines or blank white space. I don’t think I’m going to do that, though. Let’s just reveal the creature type – Carriers!
There are only four carriers in the game, and they all are in Urza’s Legacy and all have a similar ability. All four creatures can tap and sacrifice to give a creature –X/-X, where X is equal to the carrier’s original power/toughness.
The Denouncer isn’t that hot of a creature, because it only takes out little guys. Combine him with other removal in the deck, however, and he’s all right.
I used to love Phyrexian Debaser in Limited. A Top 8 PTQ draft deck of mine had a pair of these guys in it. I love that the Debaser flies while also taking out moderate threats. Like the Denouncer, he’s not going to kill anything big, but he’s a nice adjunct for other removal.
The Defiler is the beginning of the more powerful removal options. As a 3/3 creature for just four mana, he’s par for the course. He can take out anything with a three defense or less, and there are an increasing number of creatures he works against.
The Plaguelord is the mother of removal. It turns everything into a quasi-Denouncer, but here, that’s not going to come in too handy. It can also take out some of the bigger threats in the game.
These guys work well in tandem. Attack with your Debaser into a Meloku, and then use the Defiler to make Meloku a 0/1 and die to the Debaser. This is a solid strategy for your carriers.
Since these Carries deliver disease, it seems only fair to round out the deck with things that do likewise. As a result, this deck will have a ton of creature removal.
Sick and Tired is a nice instant trick for Black because it nails two creatures. This is a fine card to add to a Carrier-based strategy because they all have a similar method.
“I love the commons in this set, with much discarding, card drawing, land searching and –X/-X’ing.”
I have the perfect name for this ability. I think that it sums the flavor of the ability and its usual Blackness. In the future, I am going to refer to this name when I speak of the ability.
What is my name? Withering. The Denouncer has tap, Wither 1. The Debaser has Wither 2. The Defiler has Wither 3. The Plaguelord has two abilities, the first Wither 1 and the second Wither 4.
Sickening Shoal is another nice Withering card. Since it is modular ability, you can off a creature after previous withering or damage dealing. You don’t want too many expensive cards, but this one can be played as a pitch spell, so it has some interesting synergies.
Sickening Dreams is one of two Pestilence effects in the deck. The other is Dakmor Plague. Each of these runs the risk of killing off your carriers. However, I really like the combination of these cards. Sac a Denouncer to Wither a Serra Angel down one, then play Dakmor Plague dealing three damage to everything, and the Angel is gone. The Denouncer was going to die to the Plague anyway, so why not let it help kill something as it goes?
That’s the fun thing about Carriers. They have a purpose in life – to kill.
Nausea has a simple text: Wither 1 each creature. This can also hurt your Denouncers, but it is a nice way to take out a lot of small creatures at the table. It also works well with the other Withering effects.
Plague Wind simply destroys everything you don’t control. This is for the late game when you don’t have the ability to take out a creature, like Akroma.
That is our final deck of the week. I hope that you enjoyed this little romp through all things deck.