i am thinking of sticking to modern.i really like your deck too
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was thinking of making this a modern legal deck, but the dreadknought is definitely top of my list if i decide to go outside of that realm
thanks
thanks, forgot about that
i'm not sure what you mean by 'overboard with the life gain'. But seriously, thanks for the feedback.
Essence warden, soul warden, soul's attendant, leyline of vitality, domri rade, wall of reverence, kitchen finks
thanks, this helped alot, this deck is running alot more on the brutal side now
you could put in Spring-Leaf Drum, Mox Opal, Prophetic Prism, or Chromatic Sphere/Star for color help. The Chromatics would be good for filtering into your deck to pull up combo pieces as well.
Why is Tempered Steel not on the main deck, instead of Dispatch? such an aggro heavy deck shouldn't really need creature removal that much since you will be overpowering most other aggro decks easily, and Dispatch does little for you against decks styles like combo, burn, discard, america, tron, etc. which make up a big chunk of the decks in the format and use a very small if any creature basealso, Sol Ring is not legal in the modern format, so you could replace that with tempered steel and drop one copy of dispatch to go up to 4 tempered steel
just built this using some of the ideas you gave mehttp://www.mtgvault.com/arcantos13/decks/heartless/
The meta at the tournaments I go to typically don't contain many creature based aggro decks, which is why i typically prefer to not include cards that are strong against other creature central decks. Maybe for sideboard though. Also pact has 3 black in its casting cost, potential difficulty for a 3 color deck.
That would be a really good combo if your opponent didn't have any removal early on. It could potentially go off on turn 3 and win you the game if you got the perfect hand.I have typically used Krark-Clan Iron Works with the myr retriever loop.
In an artifact deck it could be a free retrieval spell, since it would now cost zero and die immediately. If you had two of them and something that triggered off of creatures entering/leaving the battlefield or graveyard then you would have an infinite combo.
Ya, I've been matched up with him a few times and that Vizkopa Guildmage is so much more brutal in action than it looks like it would be, especially if the game gets drawn out (which just about always happens when life gain is involved) and you can afford to sink in the mana for activating Vault of the Archangel and Vizkopa Guildmage at the same time.
Definitely need more Sorin, I would go up to 3. I would go up to 4 Bloodline Keepers. Vampire Nighthawk, Blood Artist, and Tithe Drinker would be great. For some useful Soulbonding you might consider Silverblade Paladin and Nearheath Pilgrim. Commanders Authority would be better as a Thraben Doomsayer because it costs less mana and doesn't let your opponent get 2 for 1 if they kill the creature its enchanting. Godless Shrine and Isolated Chapel would be great for smoothing out your mana base. More Vault of the Archangels. Orzhov Charm or some other kill spell would probably be better than Executioners Swing since the creature doesn't have to deal damage first for you to target it that way. If you want more in the way of slowing your opponent down, you could add Blind Obedience. Lingering Souls and Gather the Townsfolk could be good ways to build your creature base faster. Since Vizkopa Guildmage and Exquisite Blood are game winners, you should at least go up to 3 of each but probably 4.All of that said, I really like this deck idea, I'm temped to build a Modern format version of it and try it out at a tournament. Sorin is also my favorite planeswalker and I've been building and rebuilding vampire decks since Vampire Nocturnus was printed.
I would say add maybe Birds of Paradise, and go up to 4 copies of Path and Sovereigns. I played against a tough deck kinda like this last week except it used equipment instead of aura's. You probably want to use more creatures with hexproof to eliminate the chance of your enchanted creature getting hit with removal and losing the conscription.
I like this deck, but it seems to be vulnerable to removal. You might add Immortal Servitude or some counterspells to keep it going strong for mid to late game if your initial rush isn't enough.
Preordain is also banned in modern. You could use Slight of Hand or Serum Visions instead though. I would also use one of those two to replace Think Twice because they are more efficient ways to dig through your deck. Snapcaster Mage would also be a good addition to this deck.I would also substitute Damnation for Consume the Meek, that way you aren't hitting your own creatures and it's at instant speed.You could also use Drowned Catacombs and Sunken Ruins instead of Underground River and Evolving Wilds to smooth out your mana base and never have to ping yourself to get colored mana.
What does this deck do? How does it win?