Warmonger's Chariot would make a very nice alternative win condition, especially if equipped to Ogre Sentry or Rage Nimbus. Hmmm... that gives me an idea for a mono red or Gruul (R/G) defender deck...
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Nice. The Ascension is an awesome card. I played against it in a Modern GW "Turbo Fog" deck. Only reason I won was because I was the one "foging" with my BW Stronghold Discipline deck :p I'm sure I could design a mono white Turbo Fog for Modern, hmmm.... :?
Unless one of your combo cards is banned (I doubt it), your combo is legal.
A very good 1 drop fungus is Utopia Mycon. A combo I want to try run is Conspiracy (calling Fungus) + Sporesower Thallid + Sporoloth Ancient. I also want to try using Thelon of Havenwood in that combo :p
Lol, nice "combo" cards, keeps your hand full :) I'm trying to run a (sort of) soul harvesting deck in Modern where I use Lifespinner to fish out Iname Death Aspect and put 4x Kokusho, the Evening Star into my grave, then I cast Living End or Living Death to bring all 4 Kokusho's "back" to the battlefield for the win :D
A few things. Firstly, 18 lands is way too few lands, bump it up to 22 or 24. While on lands, there's some dual lands you should consider: Glacial Fortress Wanderwine Hub Mystic Gate Æther Vial is another card to consider, it allows you to put creatures into play while leaving mana open for counter spells. A combo a friend runs in his Merfolk deck that I find cool is Merfolk Thaumaturgist + Silvergill Douser. The Douser can reduce a creature's power to 0, then Thaumaturgist switches the power and toughness. A creature with 0 toughness dies, even indestructible creatures will die. Lastly Merfolk have (in my opinion) the best 'lords': Coralhelm Commander Lord of Atlantis Merfolk Sovereign Merrow Reejerey
That was the point in my choice of creatures :p I'd run more Crusaders, but I only own 2 :( similar reason for me using Trepanation Blade, I'd use swords, but oi don't own any.
It puts -1/-1 counters on ALL creatures on the battlefield. A fun rule about +1/+1 counters and -1/-1 counters on the same creature is that equal amounts are removed as a state based affect. So if a creature with a +1/+1 gets 2 -1/-1's, one of each the + and - will be removed and the creature will be left with one -1/-1 counter on it. This removal affect cannot be responded to once the second type of counters are placed on the creature. There is a down side though, if a creature with undying has a +1/+1 counter and gets enough -1/-1 counters at once that it'll die, it won't come back again. It needs to survive the pile on of -1/-1's and then die afterwards before the undying will work again.
From the sounds of things, you should concentrate on Undying. Green Black or mono Black Undying. Try keeping the card cost 4 and below (with special exception to specific cards). Then you want to add a few hand disruption cards (anything that you can look at and remove a card from the opponent's hand) and kill spells (Go for The Throat and the like). For mass removal you got two options that work well with undying - 1) Killing Wave, you shouldn't care if your creatures are sacrificed, they have undying, so they'll come back stronger. 2) Black Suns Zenith, this can remove +1/+1 counters from your creatures that already returned from the grave, thus allowing Undying to trigger again.
I agree (mostly) with what JamesLTR is saying, but I'd like to add to it. The 4 of idea is good, but there are exceptions to this. A legendary or a high cost card (5 mana or more) are dead cards in your hand if you can't cast them, whether it's due to lack of mana or (in a legend's case) you got a copy out already, it you can't cast it, it's useless. So I'd run those type of cards at 2x or 3x, depending on how necessary the cards are to your strategy. That brings me to another important point, your strategy. Any and all Magic decks need a strategy. I personally prefer aggressive decks, so my deck strategies tend to lean towards quick cheap creatures and spells that do a lot of damage in relation to how much they cost. Eg a 3/3 for 2 mana is an aggressive creature, but a 1/2 for 2 mana isn't. So chose a strategy and then look through your cards to see what helps towards that strategy and get more duplicates of that. Lastly, keep your deck as close to the 60 minimum as possible and don't drop your land count below 22, 24 is optimal, but 22 is livable.
I've been wanting to get my hands on a set of Thrashing Wumpus for a while now. I'm wanting to run mono black with Vampiric Link and Darksteel Plate. Also I think that tutor cards and Damnation would work well in a mono black Wumpus deck :?
Murmuring Bosk and Unstoppable Ash work wonders in any Doran themed deck. I think that Doran only needs to be a 2x (max 3x) in this deck. You have search for him and he's legendary, so you can't have two of him out at once. Spellskite (at a 2x maybe) can help keep Doran alive that little bit longer. As for your land base, a popular thing to do in Modern multicolour decks is to run the Ravnica dual lands and the Zendikar fetch lands. In this deck I'd use: 4x Verdant Catacombs 4x Marsh Flats 4x Temple Garden 3x Godless Shrine 3x Overgrown Tomb Another, cheaper ($) option is 4 of each: Isolated Chapel Sunpetal Grove Woodland Cemetery
I'm not sure I like Lunar Mystic or Arcane Melee in here, I'd rather use Snapcaster Mage and Think Twice. Banishing Stroke and Vanishment seem out of place too. I'd add it Ponder (allows for setup of the next Miracle) and Mana Leak (can't run blue without a good counterspell, Dissipate is good, but Leak is better for one reason - it costs 1 less) Lastly I'd bump the land count up to 22 ~ 24 and include sets of Seachrome Coast and / or Glacial Fortress.
Honestly, I only designed this for a challenge, I don't own even half of the cards in this :| I've only ever cast Killing Wave once (I put 6 mana into X) and at the time my opponent was on 4 life (I only owned 1 KW at the time), I have had it used against me though and I must say the timing and amount to put into X is very situational, but rewarding regardless of whether the opponent pays the X life or sacrifices creatures. So I'd say to try the deck with them in it and decide from there.
Living Death is an awesome card. I'm busy making a deck with it as part of my win condition. My deck uses Lifespinner to fish out Iname Death Aspect to put all 4 Kokusho, the Evening Star into my grave and then I cast Living Death for the win :p Another deck I've seen uses Bloodbraid Elf to cascade into Living End after cycling a lot of large and high cost creatures. There's quite a few with either cycling or [land type] cycling.
I got only 2 "problems" with this. First, too many 1x cards, multiple copies of a card helps increase the chance of drawing it when you need it. Secondly, 20 lands is too few. I run a deck with a similar mana curve, and the lowest land count that I can safely go is 22 and that's at the minimum deck size limit (60 cards). So I suggest taking out less necessary cards to increase your land count and put more duplicates of more important cards. Also try stay as close to 60 cards as possible.
The difference between your and my deck is I'm trying to get ready for when the Scars of Mirrodin block phases out of standard.
Too many 1x and 2x for my liking. I play 2 different elf decks, one "stompy" Elf Warrior deck, the other a Elf Token deck. In both I run a set of each Imperious Perfect and Joroga Warcaller. In the warrior deck I run a set of Bramblewood Paragon and the token deck gets Elvish Archdruid. I also play with 3 Elvish Champions in sideboard to side out one of each of my 'lords' against decks with forests in them. I suggest you use what I use for the token deck as the Archdruid will help for paying for Wildheart Invoker and its ability. Elvish Harbinger helps to tutor for any elf you may want. Also try take out not so useful cards to increase the count of more useful cards.
Makes sense, but with the speed I feel that this deck gets run at, Cloudshift would be almost useless. They way I see it is by the time you're in a position to use it for a combat trick or protecting a creature, you should have won / be winning (due to speed). I read a comment by surewhynot on another deck and he said "Rally the Peasants was made for Boros" (or something like that, I'm going by memory here). I have to agree, it's just too good a card to leave out of most Boros builds. True, Dismember is largely useless if you compare against the ORings, I just mentioned it as it's a good sideboard card that any deck can use. It does kill a large variety of creatures, including the indestructible ones (assuming they have 5 or less toughness).
Glad to help. I've been thinking of putting something like this together myself :p
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