Wouldn't Obzedat fit better into this deck than Lord of the Void? He is cheaper, drains life for your combo and is hard to remove. I would cut Lord of the Void and both Tragic Slips (you already have a ton of removal) for one more Devour Flesh and two Ghost Councils.Maybe put the Tragic Slip into the sideboard instead of the Essence Harvest :)
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I had him in the first version, but decided to add more removal instead. He would be really nice but I don't know what to cut for him :(
Duskmantle Seer works really well in low cmc control decks, maybe you can try him out.Great deck!
Haha yeah one land would be amazing but the deck should have at least 8 mana to draw into something. Stonewright isn't in just because I feel he doesn't fit the 1 mana theme perfectly :DDeathrite Shaman is really nice but I don't need lifegain or mana so it's a bit of a waste to include him.
Looks nice as always :)How about switching Devour Flesh for Tribute to Hunger? While it costs 1 more it gives you the advantage of the life-gain. Of course you won't be able to sacrifice your own pumped up creature, but doing so won't win you the match any faster. Lord of the Void seems a bit out of place, if you want a huge flying creature Griselbrand fits the life-gain theme and gives you more cards than you could ever want.
Thankes, edited the deck a bit.
Just made this really sloppy, maybe I will polish it up.
Earliest is turn 5, but on average it will take more like double the turns. If your opponent doesn't remove the Tree or the Chalice you win pretty quickly, otherwise everything will go slower.
Updated the deck a bit, made it mono red and changed a few cards.
Well that's a bit disappointing but it should still give +6/+3 and +3/+6 when used for 2 creatures.
Thanks for the comment!Yeah it doesn't have very many creature stealers in the main deck, but that's only for the first match. Usually I want to see first what my opponent has before I decide if I will go all-in with the stealing cards.If you include Sorin's ultimate there are 13 of those cards in total, which should be enough :)
Looks fun ;)Why is the deck illegal in all those formats?
Good idea with the Hell Riders, but the Imps are more of an emergency play. If nothing works, a 7/6 flying trample should get through their defenses.Yeah Mugging is in for flavor, the spears are in the sideboard so you can switch them out if you like them more.
You could add Skirsdag High Priest to get even more use out of sacrificed creatures. Also Slaughter Games for the sideboard instead of the many anti-graveyard cards.
Restoration Angel with only 8 out of 60 cards that can be targeted and only 4 of them having a use out of this is wasted place in this deck. Avacyn's Pilgrim boosts your mana, as do Gyre Sage and Elvish Archdruid.Also add a sideboard with Witchbane Orb or Rest in Peace or Serene Remembrance, otherwise your opponent could just mill Bolas and the door with a single Mind Sculpt.Finally add Nevermore to the sideboard against Slaughtergames and the likes.
Giant Adephage produces the best big tokens, it's stronger than the Worldspine Wurm in a deck without any ramp.
Hellkite Tyrant isn't an artifact but he would love to be in this deck for sure.
Yeah those dual lands are just there to skyrocket every deck price. If I don't include them in my decks they are MUCH cheaper, but other people seem confused by the lack of the lands. If I put them in budget players think the deck costs too much, which isn't true for a lot of the decks (especially 3 color decks with a total of 24 dual lands lol).Post 100!
Many players don't run the combo because they only play with friends and have banned infinite combos, even though I don't know why they would do that (it's not like you can demonic tutor + dark ritual the combo in Type-2).I would put 1-2 Oblivion Rings in the sideboard to make a bit more room in the deck. You have plenty of creature removal, so the ring would only be used against nasty enchantments. You could even put more creature removal in instead of the rings.Re-add the sideboard!
I'm not too sure about that, although it's a really good card. Madcap Skills instantly gives one of my creatures +3 and makes them harder to block, while this will only buff the damage for the following turn by 1.However the bast case would be to not play any of the enchantments or sorceries but instead more creatures each turn.
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