Thanks for your tips! I overlooked thrull parasite
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he's a 4 mana creature and from what I understand, you want to drop creatures quickly so 2 at the most. Making your creatures unblockable or trample through blocker would raise your exalted decks effectiveness. Maybe add rogue passage (i know some more lands...), whispersilk cloak is also an option but not for standard. If you prefer to go with trample, there's ring of kalonia.
unsummon is there for that
I don't recommend vampire nocturnus unless you go vampire tribal. Switch for falkenrath noble. Same cmc but much easier to cast at 1 black and 3 colorless. He'll help you gain life also. Replace murder with go for the throat and save some mana while you remove those creatures! Forget tainted fields and go for War Cathedral. Every exalted decks needs war cathedral. An exalted land can't be countered and it gives you a colorless mana to boot! Unless you play 3 colors, prophetic prism don't seem to really be useful other than drawing a card, put in a ring of xathrid and use those three mana to cast and equip your best black creature on the battlefield. It can then regenerate on turn 4. I won many games with that ring.
http://www.mtgvault.com/andyv2011/decks/1-life-1-card/ It's this concept... fixed! love it!
Very nice. I've been working on that too for some time and came up with pretty much the same deck except for lotus petal. This could mill someone for his entire deck on turn 2!
You know Mcholypotato, the more I think about it the more i like your idea of putting in a Dimir Infiltrator in there. It's cheap, on tempo, offers a decent blocker to delay some of the early threats and allow to search the deck for the crank or the guildmage. The screecher is not really necessary in there and infiltrator would help a lot.
Ok, I used a hurtful word with "dreadfully" but it still don't change the fact you can't get out a turn 3-4 infinite mill with your deck since you can't cast anything during turn 1. I get two cards out on turn 1 with dark ritual. You get one card out on turn two and you still can't get any damage done to your opponent. Transmute costs 3 mana to get the card you're lacking on turn three but can't play it untill turn 4. Even then, you'd have to choose between Guildmage or Mindcrank and you still have not activated guildmage ability. The absolute best you can hope for is a turn 4 activated infinite mill on the sole condition that you cast guildmage on turn two, crank on turn three and that your opponent has nothing on the board to stop an attack from an activated guildmage. That is a lot of ifs. Then again i'm absolutely not saying your deck is "shitty" i'm just saying its built differently. Just like mine is resting too heavily on the condition of drawing an island a swamp a dark ritual, guildmage, crank and either pulse tracker or bile urchin in my starting 7 cards.
You lost sight of what this deck is about. A fast, inexpensive way to get out a turn 3-4 infinite mill loop. The tutors are out of budget or out of tempo and while it is true that your memory lapse deck is better balanced for the long run, it is dreadfully slow without any form of mana acceleration and still 60$ over the price of this one. Thanks for your advice though its always nice to hear what's wrong with our decks as well as what's good :)
Been looking to have some fun with mono white enchantment for a while! I'll give this a shot and give you some feedback after a couple of games!
Well, i think it can work in multiplayer! Put a Pulse Tracker in there! You mill everyone!
no its one mana of any color
I dont think this can be any good in multiplayer but bloodchief can certainly buy you some time in multiplayer to put winning condition on the board! Great idea
lotus petal maybe? a bit more expensive though wouldnt be as budget as i like it to be and Leyline of the void to take care of emrakul
you need 1 blue mana to cas it though so on turn 2 you have 1 blue and one black mana available so you can't get guildmage out, activate it and trigger the infinite mill loop. An artifact that costs 0 to sac and gives you 1 mana of any color maybe?
If anyone can figure out a way to get a 2nd blue mana on turn 2, I think this deck can get the job done on turn 2 that would be nice
tell me how it works out for you please! thanks! :)
you're right, guildmage is a bit slow and i never really got its milling damage potential to happen. thanks!
better now that i removed budget? You got ideas now?
Thanks for the help...
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