Wizard Tribal http://www.mtgvault.com/ViewDeck.aspx?DeckID=374181
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The whole seven deadly sins is an interesting concept, but I don't see anything wrathful about this deck. It seems more like a deck for the eighth deadly sin - B O R E D O M-. Don't get me wrong, it is a solid lockdown deck, but the only Wrath this deck brings is inspiring your opponents to murder you in the parking lot
I did that once for a Mexican ex. It was 60 Mountains. All that anger yet no substance.
I like what you have going so far. I think there's a few things you could use to go a little farther. When using elf tapping style decks you really have to protect your valuable assets (Immaculate Magistrate, Rhys). You may want to throw in some of the new hexproof instants from Avacyn, Sheltering Word. You have quite a bit of mana ramping, but I don't really see the end game of where all this mana is going except for Warcaller. A lot of your mana ramping can be accomplished with Arbor Elves and Elvish Guidance and Elvish Archdruid. Craterhoof Behemoth is a good creature to ramp up to since it has a game finishing mechanic to it. I would move it directly into the deck. I would switch Harmonize out for the Naturalize. In almost any game I find enchantments and artifacts to be a bigger hindrance than hand size. Especially when they've included a nice new enchant, Triumph of Ferocity, which will give you an extra card every turn if you control the biggest creature *cough*WhatGreenDoes*cough*. I usually recommend Elvish Promenade, but another fun combo is Parallel Lives with Rhys. Hope this helps.
I thought I was helping him. On that note, I'd be happy to take a look at any decks people want me to.
It's stuff like this that makes me wish that this site wouldn't give automatic "likes" for just posting in it. That being said. There are a few things that need to be adjusted to this deck to make it both legal and more effective. First, your deck has no removal spells. Cards that will help you kill annoying creatures. Say your friend goes first and plays an arbor elf. You get your combo out on your first turn. His second turn he plays a predator ooze which will give him an indestructible creature that continues to grow bigger and bigger. Black has a great kill spell that can even get rid of indestructible creatures, Tragic Slip. On it's own it can kill an early predator ooze, combined with a second kill spell or sacrificing one of your own creatures, it can kill almost anything on the table for 1 black mana. Some other options are of course the classic doom blade or go for the throat. Second, you have no contingency plan. You have one way to win with this deck only. So you get your combo out on your first turn. What do you do if that player plays steel sabotage to return the darksteel relic to your hand which will make you sacrifice your lich? But, that's not all this person had planned for you and throws out surgical extraction on the lich in your graveyard making you remove all copies of the card from your deck and hand. What you'll have left is the bare bones of a zombie lord deck and a bunch of copies of pointless darksteel relics. You should build upon the zombie theme you got going here. Here's where we need to trim this deck up and make it something to play and play against. Removal list: -2 Strata Scythe -4 Darksteel Relic -4 Bog Witch -1 Lord of the Undead -2 Death Barons -6 Phylactery Lich -1 Cemetery Reaper -6 Zombify -4 Dark Ritual Removing these cards will help you trim this deck up and get down to the 4 card limit rule everybody has been so kind to mention to you. This removes 30 cards from this deck. If you are running this deck as you say you are, with a spell behind each of your swamps, then your deck would actually appear to be 58 cards and not the 60 minimum. So! Cutting this down to a 60 card deck will leave us with 10 cards to play around with, and that's only if you actually go with 4 copies of the cards that were left. I removed Bog Witch and Zombify from the list completely since they basically copy things that other cards are doing but less efficiently (Dark Ritual, Lord of the Undead). With this basic trimming you can fit in 4 Undead Warchiefs, 4 Grave Crawlers, and 4 of a removal spell of your choice (if you cut the swamps back to 20). I personally would go further by eliminating Strata Scythe in exchange for Bladed Pinions and Darksteel Axes. Darksteel Axe will give you another indestructible artifact for your lich and give him something he can pick up and swing. I hope some of this will help. P.S. Cheating isn't the same as a win, otherwise I should just read your name as I_cheat_ALL_the_time!, and who really wants to play with that guy?
I've edited it. I agree that Painful Quandry is a little mana intensive for this deck. I switched it out in place of Despise for early Planeswalker and creature removal. This keeps the deck as a whole 4 mana or less for each card.
Ah yes, I had forgotten about arbor elves. I have made the change.
I agree that bump in the night would be a worthy addition to this deck, but I decided to go with firebreathing for it's low cost and synergy with mortis dogs.
I tried to take a different approach to the curses. Nightly Hunt and Norn's seems like a fun little combo.
That won't help unfortunately. Once you remove the cards from your hand, the psychosis crawler becomes a 0/0 creature which removes it even if it's indestructible. Mask of avacyn would give it +1/+2 and hex proof. So once you discard your hand it still is a 1/2 creature, but you could really put in anything that gives the crawler some toughness like tempered steel.
The one issue I see is psychosis crawler being killed if the puzzle box is out. I usually put in something to give it some toughness like an artifact or some way to give it +1/+1 counters
Interesting deck, but I prefer decks that don't destroy the fun of the game. And unless something has changed since your post, 4 disciples each dealing damage with 16 artifact creatures would be 64
As I understand it you're using the illusions as low cost mana taps for the grand architect, but aren't they sacrificed as soon as they become the target of a spell or ability so they'd be sacrificed before they are actually tapped to provide mana. Which would make this deck a bit slower. Correct me if I'm wrong
Looks interesting. I never really got much into extraction. The closest I've gotten was traumatize/haunting echoes.
I like it. It takes a more creature based route to destroying lands. Very creative. +1
Not bad, maybe reverberate + isochron scepters? +1
Well done, you have both land destruction and standard. Impressive +1
Very clever. This takes land destruction to a whole level I hadn't thought of, extraction. Definitely love the creativity of this deck. =D
Seems fairly effective, get the lands, turn yours into indestructible artifacts, and then Bust. +1
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