IMO you need more draw. Planing multiple lands per turn is what makes the deck do it's thing, but you need to get them into hand to play them. Zendikar Resurgent is nice, but don't discount stuff like Harmonize and Soul's Majesty. Great Good is stupid here. I've dropped 4 lands to make a Baloth Woodcrasher a 20/20, swung into someone's face for a kill, then drawn 20 cards off it.Constant Mists can keep you safe forever.
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Strip is just a 1 for 1, too. I mean, I guess you could also use it to kill someone's basic to color deprive them, but I prefer to just save $30 dollars and trust myself to not be a dickhead with it :) Most of my friends run Strip, and I don't think I've ever seen them used for anything but Maze of Ith, Cabal Coffers, Nykthos, Valakut, etc.
Strip Mine is cheaper than Wasteland and is strictly better on top of it.
In my artifact-less Sigarda enchatnress deck I'm running Dawn's Reflection, Fertile Ground, Frontier Siege, Overgrowth, and Wild Growth as ramp, Mana Reflection and Mirari's Wake as mana doublers, Bear Umbra as a land untapper, and Earthcraft and Cryptolith Rite as ways to let my dudes tap for mana since it's not like I'm going to be attacking or blocking with a Mesa Enchantress very often :)There's also Elemental Resonance but I'm not using it at the moment. It's great when you can drop it onto some big beater.
Artifacts? In an enchantment deck? Blashphemy!Soul's Majesty is absurd in Uril. Since he has hexproof it can't be countered by removing the target, so the only way to deal with it is an counterspell, and it often times draws ten cards.
I tried multiple Vamp tribal decks, starting with Jeleva (UBR), Olivia (BR), Vish Kal (WB), Anowon (B) and finally Drana. My experience with Olivia is that adding red just didn't bring as much to the table as having the option to run ALL THE MANA DOUBLERS IN THE WORLD!Red added Chaos Warp to deal with any permanent, and artifact sweepers like Vandalblast and Shattering Spree. Both Olivias are good, but I'm not sure either are better commanders than the mono-black options, and aside from Diregraf Captain I don't think any of the BR vampires are enough of an improvement to matter, either. For me those few advantages didn't outweigh a nearly always-on Cabal Coffers, the power of all-black with Nykthos, the mana from Nirkana Revenent, Caged Sun, Gauntlet of Power, Extraplanar Lens, and Doubling Cube, especially in a deck with a commander like Drana that can just one-shot someone. It also makes spells Exsanguinate, Drain Life, Consume Spirit, and Profane Command just devastating. I've cast Damnable Pact for 20+ as a kill spell as often as I've used it to draw, and I've done Diabolic Revelation for 6 before, with 15+ mana left to cast the cards after.It's really more of a problem with B/R as a color pair than it is anything. Almost all other color pairs compliment each other in some way, shape or form to make each other stronger, but red mostly just gives black artifact removal, and black mostly just gives red better draw. Both of those things are nice, but black can just run Scour From Existence or Unstable Obelisk or Spine of Ish Sah for emergency removal, and red finally has a few okay draw mechanics like Outpost Siege.
Also, if you find Anowon to be not terribly effective maybe give old Drana a spin. I ran Anowon for awhile and found out he just didn't work, at least for me in my meta. He has to come down and sit for a full turn before he accomplishes anything, and because people hate saccing guys they tend to target him. I found that people just saved removal and when he hit they blasted him right away even over smarter targets sometimes. None of that may apply to your meta, so if not ignore it. But if you play a few games and find out that Anowon just doesn't seem to be getting the job done the way you want try Drana for a game or three.
You have two copies of Lightning Greaves.42 lands is probably too many in a mono deck that isn't green. There's just no way to put multiples into play per turn, and you're gonna get flooded. I run 36 in mono-black, but you could run 38 to be careful and have plenty, particularly since black has so much draw.IMO Extraplanar Lens is worth running too, and if you want you can run snow-covered swamps so nobody else can use it.Thespian's Stage copies Cabal Coffers quite nicely.Terrain Generator lets you take advantage of extra land draws.I'd consider replacing Murder with Sever the Bloodline. It's nice to have an exile option to deal with indestructible dudes or guys you don't want to recur or that have death triggers (Wurmcoil Engine) plus it can hit a token swarm in a pinch.I'd find a slot for Necropotence. It's so good.It's probably worth running Urborg, Tomb of Yawgmoth. There's not much downside and it makes all your lands swamps for your mana doublers and for Cabal Coffers.I'd run less dudes and even more draw. Too many creatures leads to overextending into a board wipe. Night's Whisper, Ambition's Cost, and Ancient Craving are pretty solid.
It doesn't matter the color of the spells. They almost all use colorless mana, and the more you produce the more spells you cast. Coffers (or Urborg, or both) are easily fetchable in your colors, and if you have proper draw you should have no problem using the mana up each turn. I ran it in a primarily red Lyzolda deck and never regretted it. Again though, you don't have the draw to need the mana, just like you don't have the draw to care about the discard of Behold the Beyond.
Because if you're hand is consistently empty enough where the discard doesn't matter you're doing something wrong. Even with Meren out if you're building your deck right wheeling your hand should never be a good option.That said you're intentionally building this deck a certain way without the usual draw. I suppose in that kind of situation where you're purposely handcuffing yourself it's probably playable. The same holds true of Cabal Coffers; in a two color black/green deck it should be playable, but you're intentionally handcuffing yourself in a way in a way that makes it not playable, so it's not :)
The title alone gets you a like :)IMO just run Diabolic Revelation over Behold the Beyond. Behold gets you three cards for seven mana, but it requires you to pitch your hand. Rev gets you two for seven with no pitch, or three for eight with no pitch, both of which I would argue are better. Plus it scales upward if you have more mana.Nykthos, Shrine to Nyx is runnable in a deck with this mana permanents. Cabal Coffer probably is useable here as well.
Not of this World has saved my Avacyn so many times it's not even funny.
IMO small evasive dudes do a lot more work than bigger guys, but YMMV. Nothing wrong with trying a different style, too.Nature's Lore does fantastic work here.Teferi's Veil is good here or in any deck where you rely on beats and don't have guys with vigilance or activated/aura-like abilities you'll want to use post-attack.
I mis-wrote what was in my head. I meant that since regen is less common Walkers IGW would generally be more effective than PW. I had that thought then scrambled what I wrote. Regardless, I can't imagine one generates more aggro than the other. Nobody is going to say "well, he killed all my dudes and didn't hurt his, but at least my planeswalker survived so I guess I'll let it slide." You're getting aggroed either way; may as well be as effective as possible when you doi t.
Diabolic Revelation for seven mana tutors one less card than Behold the Beyond, but it doesn't force you to discard your hand. Plus you can scale it upwards getting 3 for 8, 4 for 9, etc.Since you have a couple of ways to regen zombies and no planeswalkers In Garruk's Wake might be better than Plague Wind.
Gift of Immortality is a nice way to keep flinging the same dude over and over.Angelic Accord generally makes you a 4/4 angel when you fling a guy, which gives you another guy to fling which makes you an angel, etc.Martyr's Bond punishes people for letting you fling stuff.Malingus is a nice thow target.Conquering Manticore is more or less a second Zealous Conscripts who has a bigger body to fling after.Rite of the Raging Storm gives you a 5/1 to throw and makes other people attack each other. You have to make sure nobody has a Skullclamp out when you cast it though.Glacial Chasm can keep you alive for a handful of turns while you still chuck stuff at people.
Primal Surge could put a lot of stuff into play. To make sure it hits even more stuff you could swap Explosive Vegetation for something like Khalani Heart Expedition and Desert Twister for Spine of Ish-Shah and Krosan Grip for Seal of Primordium. At that point a single Surge cast could put 30+ permanents into play. Run Concordant Crossroads (or Akroma's Memorial if you don't mind breaking your budget by adding a seven dollar card) for haste and it basically is a win condition unto itself.
I usually grabbed Gyre Sage as a 2-drop. It should be tappable for half a dozen mana quickly.Soul of New Phyrexia was my favorite 6-drop because it kept me safe from most board wipes.Hornet Queen was my 7-drop because it gives the most bodies for the Craterhoof as your 8-drop.Panglacial Wurm can be cast while you're tutoring from Yisan.Primal Surge makes a good alt-win condition.
Sacc outlets proved the most valuable part of the deck for me. There were so many times having a Goblin Bombardment or Ashnod's Alter let me just end people 2-3 turns earlier than I would have been otherwise. Both Ashnod's Altar and Phyrexian Altar also go infinite with a landfall token maker (Omnath, Sporemound, Zendikar's Roil, Rampaging Baloths) and Perilous forays on board.Plus then stuff like Tempt with Vengeance and Firecat Blitz (errated to make elemental cat tokens) turn into stupid burn spells.
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