The deck isn't meant to be used for tourneys, it's mostly to showcase a budget turn 2 win in standard, hence the name.
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Made a few changes, removed the few black cards to make it more consistent.
No problem, it's quite the awkward combo lol
Please read again, he has double strike so it triggers after the first strike. The second one is untaping lands to cast Blood which has nothing to do with the combat phase.
Hmm just read in another deck of Hidden Strings with the Phantasm.T1 PhantasmT2 Hidden Strings, untap both lands, cast Breaking, attack, untap the lands, cast another Breaking.It also opens up the blockers so a big Aberration could waddle to victory.But what should I take out :S
Here's hoping for some nice mill cards in M14, a new Mind Funeral and a 3cmc creature that adds to the Phantasm and Wight (1/1 Hexproof, gets +1/+1 until eot when land cards are put into an opponent's graveyard would be nice).Or maybe there is something like a god of memory in Theros and his followers are experts in milling :D
Breaking is doing very good work, especially since it allows a turn 4 win with only 2 Phantasms, 2 lands and a single Thought Scour.Entering is a bit more experimental, early on I use the other half, so I often end up not having it in hand when I could need it. However it has its uses against junk reanimator, who doesn't like an Angel of Serenity in Grixis colors :P
Yeah but I think he is a bit to weak sadly :( If he gets blocked he does nothing and for him to be worth it he needs to connect twice which is hard to do.Consuming Aberration is just much scarier to block and mills "for free".
Thanks, don't know where those Stomping Grounds came from. Changed 4x VoR -> 4x Farseek and -1 Simic Charm, -1 Courage -> +1 Angel, +1 Thragtusk.Plasm Capture is working just fine, I got inspired by DesolateMagic's Bant Control deck which uses 3-4 Captures depending on the list.
Updated the deck a bit.
I try to avoid Innistrad-block cards (don't ask why :P), that's why there's no Pilgrim. I like to have Chromatic Lantern instead of extra lands as it also ramps, allowing for T1 Abor Elf, T2 Lantern, T3 Thragtusk.
The boar, while costing 1 more, only has more toughness than Spike Jester, which isn't that important in this deck. Lightning Mauler also is weaker than Spike Jester. To use his ability I would need to play 2 creatures in the same turn or something after him, but then I would prefer to have played Firefist Striker.
No need for HP when I'm winning anyways :P Centaur Healer vs aggro decks is all the life gain I need.
Sometimes I'm a bit low but 4x Call of the Conclave with 4x Selesnya Charm and 4x Voice of Resurgence get my tokens running early most of the time.
Had him removed to make the deck a bit cheaper, also populate on Wurm, Elemental and Mimic Token is so powerful.
Ohhh, finally Griselbrand :)
Well they couldn't make it cheaper, Slaughter Games needed to be unique not only because it is uncounterable. It's in this deck mostly to fit the theme and because I love the "combo" with Cyclonic Rift.
Thanks for your thoughts gaston!Toil is meant to be used either as a Sign in Blood for me or with Notion Thief (opponent loses 2 life but I get to draw the cards) or fused. I chose it above Sign in Blood because Trouble works with Whispering Madness.I have a similiar deck "Discard your Soul" in which I use Tamiyo's Ultimate to prevent Sire of Insanity's ability for my side, maybe I should use her here, too, but apart from her obvious planeswalker strength she doesn't deliver much for this specific deck.
Toil & Trouble works with Notion Thief and Whispering Madness.
The problem is that it is very slow, by turn 5-7 your opponent could already have an empty hand. So the best way to use it is with some sort of ramp to get it out faster or somehow get more cards into your opponents hand (bounce or some forced card draw).
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