i added some filler for now. in the form of underworld connections, another hoofprints and another path. gonna be going through it today and making more changes as i find some cards. originally when the deck started i had a bunch of guys with constellation as well but i found that they run a bit slow so i started dropping them and completely forgot about the second portion of the card. rtfc ftw
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It's more late game. It helps a lot when I have all my enchantments out. Been thinking about dropping it due tolack of fuel.
after a long time of playing this deck it has changed its setup significantly. just updated the deck on here to match it. opinions anyone?
bonus points and a cookie to whoever finds the infinite combo.
personally i would drop the guard gomazoa and the curses for land. this would fix the curve and the mana situation at the same time. both aren't necessary for the deck really to run and 7+ lands seems to be what you're missing.
testing confirms. out of ten runs it won two on turn one and five on turn two. thats seventy percent win rate by turn two
Really the only problem I see with this deck is the utter lack of one drops. Also the biggest advantage of the whip decks rite now are the etb effects of the creatures like rhino, hornet queen and sidisi. Perhaps some creatures that have etb's or maybe some early game guys and resque from the underworld to grab the big guys sooner. Also this deck might need a sweeper or two to help keep the aggro decks off its back until it gets on its feet. All in all that's about all I see. Happy building.
Personally I would drop the ancient for the torrent elemental. He can be whipped multiple times for devastating damage. The legendary mono black guy for 4b that's a 4/5 and allows you to mill yourself can be a great wall and with all your instants and sorcerries you cast you should be able to throw him out fast off of delve.Other than that I would aim for more creatures and ditch some of the less Important spells for more bombs to reanimate with the whip.
Instigator gang. Maybe a bit high up the mana curve but if they flip they combine with tokens to win the game rather quickly.
I agree on the perplex. Just felt like it might be fun since I play some people who don't known the game as well as me and a few people who are all about the card advantage and that is a straight up countet to their shenanigans since they are players who make a point to have seven cards In hand all the time. But yeah I've been bouncing back and forth on the kozilek since I made the list because I run so much blue and that turn one black mana is sometimes hard to manage.but since I'm not the only one who thinks it goes in here I will make the swap.
I killed someone with one on prerelease. It was the only creature I drew so I made do.
Thought about it. It's a bit pricey and actually usually not necessary so I will probably sideboard it.
There are a few cards in red that allow me to borrow things for a short while or trade control of them with similar Permanents such as thieves auction I believe. We shall see. Also if I get a hold of things only for one turn akki avalancher says they won't ever get it back.
I knew I was forgetting something.
Interesting :3
Actually clock of omens and galvanizer usually works for such purposes. But yeah that is one of my favorites and I wish I had a spot to fit it in.
strangely i had him in originally. Ive found that unfortunately sometimes four mana for a ten ten is actually too slow (it sounds weird but its true in a deck where you have to end things fast and with only a little mana) against the people i find myself fighting off. also he is still just a beater when all is said and done.in all he's a great card in the deck but he got pushed out by guys like satyr way-finder which mills on entrance and does something earlier on in the game. if anything were to be dropped for him it would be a two out two in trade with grave troll since grave troll is useless in early game and has a cost that never reduces. when all is said and done, great cards, he just gets blown out by some of the legacy level cards in here and by the amount of resources i need to make this deck run. thanks for the suggestion though :) i really appreciate it and i will rethink him and maybe putting him back in here.
Unfortunately the bell is the key and it's only legacy/vintage useable and those formats are far too fast. If it were modern this deck would do very well. If you wanted to make it legal in some format or another just removing the tutors and maybe the preordain depending on the format. There are other ways to make the deck work but for the most part this is meant to work as a control deck in general for casual. Maybe you could make a blood artist deck with some recurring and just keep sweeping. It has trouble with decks that don't run lots of critters to kill but all in all it works okay.
i actually like this. especially for it being a standard deck. good work
modified it a bit after playing with some people from my local area. Opinions?
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