And yeah its totally a casual thing for now. I play more for "can I make this fun idea work"
Permalink
That sounds awesome and I like what you've put but it really would rip it apart entirely. I really wanted to try to make a zombies deck that used my creatures as resources for other effects by sacrificing them. Its fun that way. Especially with a Dictate of Erebos out there. Any thoughts towards that?
I would trade guttersnipe for a couple flamespeaker adept. itd still be (just) under $15
You can do as Ajani_crotch_kicker says and target individual players but in the end you and the only remaining opponent still result in a draw. Sanguine bond: Whenever you gain life target opponent loses that much life.Exquisite blood: Whenever an opponent loses life, you gain that much life. Losing from having 0 or less life is a state based action which would require that the player with 0 or less life have priority in order to respond. Neither card contains the word may, so they are mandatory actions. This loop, when it starts to resolve, could not then be interrupted by any other spells (one triggers the other, which triggers the other, which triggers the other infinitely). Thus the player with 0 or less life would never have a chance to respond, neither player can cast anything to interrupt that mandatory loop and the game is a draw even though you have positive infinite life and your opponent has negative infinite life.
Dark ritual is Vintage, while this deck is standard. >.>
I absolutely love the deck though.
Why do people think this card combo is a good idea? Those two cards do not give you a win, they give you a draw. Not only that but exquisite blood has cycled out and is no longer standard. Thats a considerable flaw in your strategy my friend.104.4b If a game that’s not using the limited range of influence option (including a two-player game) somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don’t result in a draw.
Yeah Aetherling was pretty helpful as adaptable as he is but World eater... if your opponent has something they can cast to up the toughness of their creature then his ability backfires so easily. suddenly you have 2 or 3 creatures that will survive his damage killing him. I'd rather have a deadbridge goliath. Its not a legendary creature. Plus being able to cast it during your opponents turn might be useful.
Actually yeah. of the 20 games, he was playable 12 times, and monstrous 7 of those. Usually had him out there and/or monstrous before/on turn 6.Particularly my favorite game, Turn1 - Forest, Elvish MysticTurn2- Island(drew it), Sylvan Caryatid, Turn3- Forest, Prophet of Kruphix --- During their turn, Karametra's Acolyte and Cyclonic rift on the creature they played. Turn4- Forest, Garruk, Caller of beasts {-3} Dropped the Colossus --- Monstrous during their turn. Turn5- Two order of Nylea on Colossus, swing 22 trample. and swing with Prophet of Kruphix. Game.
Its a very fun deck.
Playtested it. Works good, but for control via the mana ramp, why not include curse of the swine. I found Stymied hopes to be almost useless, so I traded it out. Apparently Gods don't like being turned into pigs.
Felidar Sovereign has vigilance, lifelink and "At the beginning of your upkeep, if you have 40 or more life, you win the game." It would make the deck faster by adding another win condition that might be easier to achieve since he can clearly gain lots of life here. I don't think it should be main deck, but sidedecking it would be useful.
I like it, its very similiar to my Sanguine Slivers Deck. I adjusted mine and playtested what you have listed here and this also worked great, but there isn't alot of removal/control either. It tended to get wrecked by fast decks and controlling ones.
Just noticed how many spells you have vs creatures. Instead of Pillar of flame, try Goblin Chieftain. {1}{R}{R} has haste and it gives +1/+1 and haste to other goblins. You also don't need more than 3 of Annihilating Fire, Magma Spray, and Goblin Grenade. That gives you 3 slots that you could put in Horde of Boggarts {3}{R} goblin; power and toughness equal to the # of red permanents. or if you want to stick with spells, Skullcrack {1}{R} Players can't gain life this turn, Damage can't be prevented this turn, 3 damage to target player. Also Lightning Crafter {3}{R} 3/3 would do much better in place of Mudbutton Torchrunner since you can tap it for a variable 3 damage to either a creature of player.
I think you should trade all 4 of the Bomber Corps for Guttersnipe. Bomber Corps - pro: variable 1 damage to either creature or player.... con - still a 1/2 and needs battalion for the effect. liable to die in that attack.Guttersnipe - pro: 2/2 so 1 extra damage to a creature it fights. 2 player damage for every instant/sorcery. you don't have to attack with it to have it be effective. its also a Goblin. con: doesn't have the variable damage.I think its worth it.
No Guttersnipe for extra burns on top of burns?
Why 100 cards? why not just 60.
I like it. Has a very simple strategy and so is easy to play with. Suggestions though, since this is a mono-white soldiers deck and you have Armament Master. All of these are Kor Soldiers, so they would doubly benefit from Armament Master and Captain of the Watch.Kor Outfitter: costs {W}{W} is a 2/2 and when Kor Outfitter enters the battlefield, you may attach target Equipment you control to target creature you control. (including it)Kitesail Apprentice: costs {W} and is a 1/1 that gets +1/+1 and flying when equipped. Kor Duelist: costs {W} and is a 1/1 that gets double strike when equipped. Kor Skyfisher: costs {1}{W} and is a 2/3 flyer but you return a permanent you control to your hand. You could use this to bounce Kor Outfitter and replay it to attach another equipment. Kor Hookmaster: Costs {2}{W} is a 2/2 that taps a creature your opponent controls and it doesn't untap during their next untap step. This would offer you some measure of control. Probably sidedeck Kor Firewalker: Costs {W}{W} is a 2/2 with protection from red and you may gain 1 life when your opponent casts a red spell.As it is Armament Master is just taking up space since his effect isn't benefiting you any. Sure its nice to have a 2 drop 2/2 soldier but there are alot like that. (see ^)
If you were to use Sanguine Bond instead of Exquisite Blood, Rhox Faithmender would become doubly effective. For example, you gain 1 life from Daggerdrone imp's lifelink. Double that, then your oppenent loses the amount of life you gained. Rhox becomes much more useful offensively by using Sanguine Bond. Extortion would be three times as painful to your opponent as well. They lose one, you gain one, doubled to two, sanguine bond triggers and your opponent loses two more. -3 life to your opponent and +2 to you for each extort count. Toss out cheap spells at that point and extort for all you can. (Cathedral Sanctifier with 3 extort counts would cost them 15 life and give you 12.)Also as a side note to RonaldRayGun, using Sanguine Bond with Exquisite Blood might seem like a good idea, but results in a draw. Rule 104.4b If the game somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don’t result in a draw.
Actually those two in combo guarantee a draw, each triggers the other infinitely without giving anyone a chance to respond. Since the game cannot progress it is a draw. That combination of cards is great to have in a deck if they are used separately but together it would prohibit you from winning. 104.4b If the game somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don’t result in a draw.