I think the tokens created from Pawn would die due to the -1/-1 effect from Heartless Summoning before you have the chance to sacrifice them for mana (if that was what you were going for).
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Mmm, this reminds me of the Shards of Alara/Zendikar time of Standard. Good times.
With your high curve, I'd definitely recommend at least 3-4 more land. Cards you should probably consider: Temple of Malice, Devour Flesh, Ultimate Price, Doom Blade, Mizzium Mortars. Some other tweaks could be made, but definitely needs more then 21 land. Emphasis on "needs".
I think George is making a fair point saying that the lack of fetches (more important, imo) and Goyf slow the deck down so much that it's "broken". I don't think he meant it to stifle creativity, it's just an observation that making it budget slows the deck down so much (from what I can see, an average 1-2 turns in the first 3 turns alone, in comparison to the "real" deck) that the archetype isn't really worth pursuing as budget.That being said, I don't play modern, so all I can see is any turn 3 board clear messing up your day, and while your build is great and all, it just doesn't do enough damage by that time to justify the overextension that you would need to do. But maybe noone plays slagstorm (or similar) in modern? Dauntless Escort might be something for that, if it's something you have trouble.
I think Well of Lost Dreams might make this a teeny bit more playable and still fit in your theme. Also, I think Well of Life and Golden Urn would be more optimal than some of the cards you have there, namely Essence Bottle and Fountain of Youth.
Those are both really fantastic suggestions. I'm not sure why it's important that Wumpus needs to have all the same abilities as Archwing Dragon, as I am merely suggesting the card that Gothy was probably remembering (perhaps incorrectly) as a 6/6 dragon for 4 mana. I'm not arguing it's a strictly better version of Archwing Dragon or that it needs to be in the deck.
I originally suggested Vicious Shadows which Puschkin is referring to. I decided it doesn't really fit the deck as most of the creatures in this deck aren't on the field to be mass removed in the first place. However, in a large multiplayer game, it may be just as effective anyway.
Sorry, I don't remember saying it WAS Archwing Dragon, but it IS a 6/6 for 4 mana, it's red, and it has a return effect. I thought it similar enough to be noted.
Confusion in the Ranks! You can steal most of another player's permanents with this combo :D because all of your creatures come into play and will be returned to their OWNER's hand at end of turn (which is still you, even if they control them) you can safely trade them away for their creatures, enchantments and artifacts! Just another enchantment you might consider; I've seen a few people play it in commander decks with Norin the Wary as the commander.
Would definitely agree with Puschkin on Shattering Spree. If nothing else, consider: Vandalblast, Smash to Smithereens, or just Smash; they may be a better fit.
Shivan Wumpus is probably what Gothy is referring to. It doesn't have haste, but it does come into play before they can put it on top of your deck, so effects from Warstorm Surge and Pandemonium will still go off.
Oh, sorry. My mistake.
Moonvessel Myr nets you zero mana with the Decaying Soil combo (and Heartless Summoning), however it counts as an additional spell towards your Tendrils of Agony every time you cast it, generating infinite Storm copies. Same with 2 Myr Retrievers: play one for 0, it dies, play the second for 0, it dies, it's death trigger grabs the other from your graveyard, repeat. The Myr Retriever combo even has the added benefit of not needing Decaying Soil for it to work (just Heartless Summoning), it will still generate infinite Storm. And as you noticed, the other combos generate infinite black mana (and infinite Storm) so they can be used for either Consume Spirit or Tendrils of Agony. Hope this answered your question.
May I suggest for consideration Insidious Dreams (and possibly Sickening Dreams)? It will help you set up your combo in two ways; getting cards into your graveyard, and getting the right cards on top of your deck for the combo. I just feel this is in dire need of a tutor to make it more consistent, maybe Infernal Tutor (obviously not Demonic Tutor because lol$). Otherwise, I really like the main concept of the deck, nice work.
That's a fair point. There's really no reason to not run Temple of Silence in this.
I'd agree with Mutavault if not for the already very strained manabase. GGG, BB, WW, GB..I don't think this deck can run with colorless lands.
How about Ghost Quarter and Extract and Surgical Extraction and Rootwater Thief for your consideration?
Orzhov Signet/Haunted Platemail to protect against Supreme Verdict.
I know what you mean, that's why I'm only keeping just a couple in the deck, just in case they're out of mana. As for them countering my Young Pyromancer, I'll always cast him on turn 2.
Yeah, Melira literally says "You can't get poison counters." That seems pretty incontrovertible. I agree though that her other static effect (by itself) wouldn't prevent poison counters that are a result of Phyrexian Unlife.
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