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Exclusive Dragon’s Maze Preview Card – Sire of Insanity

My preview card is pretty insane, though it will end up punishing me way more than my opponents. In the grand tradition of Rakdos, it does its best to make sure that everyone is hellbent.

Here we have it, Sire of Insanity:

Boom. For six mana (and your hand), you get a 6/4 that [card]Mind Twist[/card]s the opponent for the maximum amount—and not just once. The obvious point of comparison here is Rakdos’s Return, because both cards offer a fairly similar effect for close to the same amount of mana.

Luckily for Sire, [card]Rakdos’s Return[/card] is a fantastic card, so even being in the same ballpark is awesome. Here are some significant advantages:

1) [card]Cavern of Souls[/card] makes this uncounterable. Not getting stopped by [card]Dissipate[/card] or [card]Syncopate[/card] (or [card]Negate[/card], for that matter) is huge. Many of the cards that would normally stop Rakdos’s Return do nothing against Sire.

2) The effect repeats every turn. Until they get rid of Sire, topdecking a [card]Sphinx’s Revelation[/card] packs much less of a punch. Against Return, a peeled Revelation gets them right back into the game, but against the Sire, it really doesn’t do a whole lot.

3) A 6/4 in play is usually going to be better than 3-6 damage. This is less clear-cut, since Rakdos’s Return can certainly [card]Fireball[/card] them out, but most of the times discard is relevant, having a 6/4 is better than some random damage. It does miss out against planeswalkers, at least until he rumbles into the red zone and takes matters into his own hands.

It isn’t all upside, with the main (and incredibly obvious) drawback being that you too have to discard your hand. That puts pressure on you to have this be the top of your curve, not a midrange disruption card (which is a role that Rakdos’s Return often plays). That will require some deckbuilding consideration, but in exchange you get more power and a more maindeckable card.

It will be funny when this gets [card]Unsummon[/card]ed with the trigger on the stack (oops), so you probably want to be careful of when you play this against decks with bounce.

This card is pretty sick, and even though I am very confident that the number of cards I’ll discard vs. the number of cards my opponents discard will be VERY different (hint: my number will be bigger), it should make both Standard and Block more interesting. If you want a way to fight [card]Sphinx’s Revelation[/card], this is certainly on the table.

Here are a couple lists where the Sire could be sweet:

The first is a Jund list, with a little more ramp than a normal one. It also uses Ruric Thar, the Unbowed (though only one), another guy I think is pretty awesome. The number of spells may still be too high, and [card]Borderland Ranger[/card] is not the most powerful, but a Jund deck with more permanents might be one of the better ways utilize the Sire:

[deck]4 Blood Crypt
1 Dragonskull Summit
4 Forest
1 Swamp
1 Mountain
2 Kessig Wolf Run
4 Overgrown Tomb
2 Rootbound Crag
4 Stomping Ground
2 Woodland Cemetery
2 Cavern of Souls
3 Sire of Insanity
1 Ruric Thar, the Unbowed
4 Huntmaster of the Fells
4 Thragtusk
2 Olivia Voldaren
2 Falkenrath Aristocrat
4 Arbor Elf
2 Borderland Ranger
4 Farseek
2 Bonfire of the Damned
2 Mizzium Mortars
2 Dreadbore
3 Searing Spear[/deck]

This next list is a little sweeter. It uses both Sire and Ral Zarek in tandem, with Ral even accelerating you to 6 a turn earlier. Ral is also quite good with 1-drop removal, letting you immediately +1 and leave up [card]Unsummon[/card] or cast [card]Pillar[/card]. Bounce plus Sire is also sweet, and with all cheap spells, this deck shouldn’t get stuck with too many cards in hand once Sire comes down:

[deck]3 Sire of Insanity
1 Olivia Voldaren
4 Snapcaster Mage
3 Augur of Bolas
4 Ral Zarek
4 Thought Scour
3 Unsummon
1 Cyclonic Rift
2 Dreadbore
2 Mizzium Mortars
2 Searing Spear
3 Pillar of Flame
1 Devil’s Play
1 Think Twice
2 Counterflux
4 Sulfur Falls
2 Dragonskull Summit
4 Blood Crypt
4 Steam Vents
4 Watery Grave
2 Drowned Catacomb
1 Desolate Lighthouse
2 Island
1 Mountain[/deck]

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