my friends and I are doing a proxy alpha/beta block construct, which explains the fact that the deck would go for 20k. it feels good to be able to play with the cards, even if they are on paper cut outs. its worth noting that the only cards I could use for this are Alpha/Beta, and those cards are the only against which I can play.ive got lots of different versions of the concept of this deck. burn control is an excellent strategy
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do you plan on playing this in legacy?
you desperately need more removal in this deck. you have no way to deal with troublesome creatures other than 4 lightning bolts. I would run at least 4 incinerates to get rid of the opponents effect creatures. I would also run 4 ponders, as you only have 12 creatures and almost no way to speed up the deck
this is how I would build it http://www.mtgvault.com/dknight27/decks/standard-rock/
you arnt worth responding to. if he doesn't like my criticism, he doesn't have to listen
wow, what a little bitch. the title of his deck gives the impression that he intends to play it in legacy, so I gave constructive criticism to help him play it in legacy. if he had labeled it casual, or indicated in any way that it was casual, then I would have made different comments. as im sure you are aware, the game is completely different based on where you play it, so giving me shit for analyzing his build in the format he indicated is both illogical and childish
you have legacy in the title, making me think that you intend to play it in legacy, not casually
get rid of break of day and timely reinforcement. break of day doesn't give you the boost you need permanently, so switch it out for more honor of the pure. the single surprise can help occasionally, but this deck will run out of steam very quickly, and needs speed and durability, and 4 honor of the pure will help both of those tremendously. your deck is designed to swarm the field, so timely reinforcement wont help you. if you have fewer creatures, more 1/1s wont help you. they will stall for a few turns, but wont ultimately do anything. you don't need the life gain, that's not important for a swarm concept. another elspath would help this deck a lot, as its one of your win conditions. some oblivion rings would help a lot too for your spot removal.you only need 21 lands for your mana curve
venser's journal is too slow. it doesn't help you nearly as much as it hurts you for being a brick in your hand till you can play it. howling mine works much better. you only need 1 elixir of immortality, as you have so much "top of your deck" stuff, so take 1 out, and the 3 journals for 4 howling mines
people in legacy that run turn 1 stuff do it to actually affect the game early, like thoughtseize, ponder, or the top. you are playing a combo deck with no way to find the combo
plus you only have a few other targets that dark ritual could even help with, making it essentially a dead draw unless you get specific cards. just decreasing that consistency
still need a swamp to play it, and underworld dreams in hand, and dark ritual. right? right? your consistency wont be very good. right? right?
you only have 9 lands that produce black. you will basically never be able to play underworld dreams in time for it to matter
Umezawa's Jitteyou will own the game with this card in this deck. it triggers on both sets of combat damage the double strike creatures assign
unfortunately this deck needs a little work. your fatty choices are a little out of date, and you have too many of them. also, you need some more lands. its imperative that you are able to throw down at least 3 lands by turn 3 so you can play buried alive if necessary. I realize that best case scenario is entomb and reanimate, but giving yourself more options will greatly improve the consistency of this deck. I also suggest some 1 drop blue spells that help you move through your deck. you don't really have anything to do early game unless you draw entomb, and they will help make this deck unbelievably faster, which is what it needs. you have too many reanimate cards. living death is too slow, and you don't need that many anyway. I would take out zombify too. you only need 10-12 copies of a reanimate card, and if you add in the blue draw, it will be the right ratio.check out my reanimator deck for some ideashttp://www.mtgvault.com/dknight27/decks/legacy-reanimator/
I know exactly what you mean
it is incredibly hard for me to believe that this won a world championship
the combo you set out wont work because it takes too many cards. you only have 8 max turn 1 if you go second, which means the only way to do it with the deck you have is swamp, tap for 1 (B). lotus petal, tap for 1 (1b, 1r). use the black, dark ritual (3b, 1r). use 2 black and 1 red for seething song (5r, 1b). use a red for mana vault (4r, 1b, 3c). drop 5 for master (3r). drop 2 for greeves (1r). Drop 1 for bolt (o).that's the only way to do it in your deck, and it requires that you go second.
Unfortunately, I don't think this idea can be realized in a deck. in order to drop a 5 cost early in the game you have to have mana ramp like crazy, as well as a means of searching out the 5 drop itself. this will make your deck overloaded with ramp, draw, and search. it has no way to protect the 5 drop once its out, and no other win condition if the 5 drop dies. all of this just points to the deck being very unreliable and not implementing its win condition very often. the 5 drop you are using is also really hard to get out because it is a duel cost, so a single ramp spell wont do it. you have to be able to generate both black and red off of only 1 mana turn 1, so the only way to do it in this deck is with lotus petal. this basically destroys the decks potential to hit turn 1, and thus gives the opponent more turns to respond. as this deck has no protection for the 5 drop, and no answers to the opponents answers, that's devastating. another problem is that master of cruelties cant actually win you the game. he can push you down to 1, but can never actually deal damage or finish the game. that means you only have 12 other cards in the deck that can actually win you the game if master manages to get off a direct shot. this buys the opponent even more time to respond.im sorry mate, I just don't think it can be done
you need more black producing land. 24 is too many anyway. you should have about 22 to fit your curve. this deck hinges on the 2-3 drop, and 22 lands should be ok for that. rescue from the underworld is a little too costly. you need a creature on the field, and since it costs 5 it will be a brick in your hand early game, which denies your ability to control the field like you need. 4 guttersnipe and 4 young pyromancer are good enough win conditions
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