Your combo's are too different. I strongly suggest picking one combo and concentrating on it. This will clear up space to include stuff that helps search for the combo pieces, allowing you to combo more often.
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If you're splashing white, you may as well include Nahiri. Her [+2] is a loot effect, allowing you to Madness every turn, though only at sorcery speed.
Psychosis Crawler
Ensoul Artifact?
Last I checked (a few weeks ago) you can change the picture of the deck, just drag the card's picture from the deck towards the picture box next to the deck name. You can also Manipulate which one gets automatically placed as the deck's default picture by inputting that card first, or having it on the top of the list when using the Bulk Importer.
Oh ja, any reason you're not using Howlpack Resurgence?
I had some crazy match ups last FNM. I was playing Mono Green Aggro Elf Warriors and almost everyone I played was packing a SH17 load of targeted removal. I lost game 1 to each opponent and found myself Sideboarding in the same 3 cards against every opponent which ended up the main reason I won games 2 and 3: Vines of Vastwood. And the one time I lost in game 3 was largely because I drew the Vines too late. Fun fact, playing the same Aggro Elf deck a few months back, I was paired against Knight Fall. In game 2 or 3 (I can't remember), after Sideboarding in Vines, the opponent got the combo online while I had Vines in hand and multiple potential chump blockers. I made the opponent go through with the motions to the combo, waiting to see his plan for the Knight getting past my blockers, which ended up being Rogue's Passage. Because he can produce mana with the lands before sacrificing them to the Knight, he was able to activate Rogue's Passage, but I simply responded by making the Knight untargetable by playing Vines of Vastwood, basically countering the land's ability because the Knight was no longer a legal target. Basically, Vines of Vastwood is awesome protection (and pump if you kick it), but can also be used as a form of disruption too. Really worth considering.
I think Necromantic Summons, at {4}{B}, is the cheapest one in Standard. Others include:Profound Journey {5}{W}{W}. This has rebound and can bring back any permanent, not just creatures. Ever After {4}{B}{B}. (you already have this in the deck) Brings 2 creatures back at once. Emeria Shepherd {5}{W}{W}. Her landfall trigger can bring any nonland permanent back to the battlefield, IF the land was a plains. March from the Tomb {3}{W}{B}. This one only works for Allies. Other things to consider are looting spells and effects. I would suggest Jace, Vryn's Prodigy, but at $100 a card... No,... just no. Non ridiculously priced looting:Insolent NeonateTormenting Voice CatalogOath of JaceReckless ScholarMad Prophet Nahiri, the Harbinger I also think it's worth noting that Prized Amalgam will bring itself back when you 'reanimate' something else. Worth considering.
I posted from a phone too (and am right now). I copy-pasted from http://mtgsalvation.gamepedia.com/Comprehensive_rules .
Just looked up the ruling on Snappy and cards with no mana cost (which is different from cards with {0} as its cost), Snappy's flashback granting ability won't allow you to cast Ancestral Vision from the graveyard at all as you can't cast a spell with no casting cost. Interestingly enough, Goblin Dark-Dwellers does allow you to play Ancestral Vision from the graveyard as, unlike Snappy granting flashback, the goblin's effect is an alternative cost, which does allow you to cast it from the graveyard.
My apologies, you are correct. In trying to find another rule to prove myself correct (who doesn't want to be right all the time?), I found this:2011/06/01 Abilities that create replacement effects, such as a permanent entering the battlefield tapped or with counters on it, are unaffected.I guess this boils down to "What exactly is a replacement effect?" In the Comprehensive Rules, rule number 614 covers Replacement Effects. Rule 614.1c specially effects Torpor Orb:614.1c Effects that read “[This permanent] enters the battlefield with . . . ,” “As [this permanent] enters the battlefield . . . ,” or “[This permanent] enters the battlefield as . . . ” are replacement effects.
TITI reads: "Thing in the Ice ENTERS THE BATTLEFIELD with four ice counters on it."Torpor Orb reads: "Creatures ENTERING THE BATTLEFIELD don't cause abilities to trigger."Ruling on Torpor Orb: "2011/06/01 Torpor Orb stops a creature’s own ENTERS-THE-BATTLEFIELD triggered abilities as well as other triggered abilities that would trigger when a creature enters the battlefield."I even checked Gather to be 100% sure.
TITI ; Hunted Horror ; and Canker Abomination. Three Horrors that come to mind when considering Torpor Orb's effect. Tribal Horrors?
Here's an update trying to use what was suggested here:http://www.mtgvault.com/dedwards/decks/the-horror-oh-my/
I didn't mention the graveyard recursion for the lands as I thought it was a given that it'll be needed. I also want to add another suggestion: landfall. The Frog does allow you to play an additional land a turn.
TITI's Ice counters are an etb effect, so the orb would effect it. Good call.
Worm Harvest could produce a good number of tokens. Retrace actually sounds like a good idea with the Frog.
It's a 2/1 that has Protection from the one colour that almost never targets the opponent's creatures (apart from 'fight' effects). There's no real room for it, not even in sideboard.
Bears rule!More seriously though, people underestimate the power of vanilla creatures. It's gotten to the point that everyone expects a flashy creature with flashy abilities that they ignore the 'bear' that's smacking in for 2+ damage every turn.
Thanks. I actually see TITI as a sort of "Fixed" Dark Depths. That's how I decided to look up the rulings on using Vampire Hexmage to help transform TITI. That, plus I've been wanting to use my set of Hunted Horror for a while and thought this would be a good opportunity. Still trying to acquire more TITI though (only got my Prerelease promo at the moment)
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