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use of easily sacrificed creatures to play abilities
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for anyone who wants to know y i dont use planeswalkers, its simple, they r slow, expensive cash wise, and most importantly, me and friends don't allow in our games
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Seems ok
dont get caught in a fight with volcanic fallout.
volcanic wouldnt hurt me at all just force me to sac stuff a different time then i would, if i had a scar or kresh out nothing bad would come from it
Thnx for the comments on my jund t1, but the idea of my deck is to be fearless against spot removal. That's why I like a rancored drinker of sorrow or an occasional big worm that sprouts little guys. The scarland thrinax is mad slow for something that waits for your other creatures to die. It's like a bad carrion feeder whose saving grace is a chump block. The other thrinax is not dependent and far better for the mana. Mycoloth is way too greedy. Sacrificing too many of your creatures just to have your opponent terror it on their upkeep is kinda embarrassing. I like your use of the hellspark, but I would switch mycoloth for Predator Dragon. It has haste, at least.
thanks for the response, reason mycoloth isnt really a waste though is becus even if u sac just 1 or 2 creatures when it comes in ul get double the next turn if alive otherwise u can sac it for scarland or even more so kresh, kresh would gain +6/+6 even if u had saced only 1 creature when mycoloth came in
Nantuko husk! Nantuko husk! Also... grave pact... every time you sac something your enemy does to! The fact you don't run a full four of Sprouting thrinax sadden's me, as well as the distinct lack of algae Ghariel's. I've seen entire decks crumple because all they have is spot removal to combat an ever growing Ghariel. Also, Hunting triad and Gilt-leaf ambush can provide tokens or be combat tricks so they will provide more flexibility in token generation I would take out the goblin assault in favor of bitterblossom or something else because you won't always have a sac engine reading, and watching your goblin (or worse goblins from dragon fodder) futily heading into your opponents army isn't fun. Might also want to slip in some spot removal, Lash out's good, but shriekmaw is tops, it casts terror and sac's itself for great synergy with anything that cares if something died (Kresh, Ghariel, Grave pact...)
Oh, and Thunder thrash elder. He's useful against slow decks Turn 1: Land pass Turn 2: Dragon fodder pass Turn 3 swing for 2 sac the gobs to the elder Turn 4 swing for 7 it not the best curver but its not shabby, not to mention he's the cheapest devour creature you can get. Which now that i think about it is your biggest problem right now. Your curve is just off... you don't cast to much before turn three and even then most of your real stuff doesn't kick in until 5 or six. This can be a real problem, especially against the fae. Might i recommand pyroclasm or volcanic fallout for keeping the weenie decks at bay while you accrue mana? you could also just drop high end stuff and move the curve down a bit.
k made the improvements that u suggested major reason for no pact was becus i wanted to keep it type 2
And when U dont get Grave Pact in your hand or i destroy it (discard it) so then what? End of combo and U lost...