If you had to pick any three cards from this list to remove to make way for Lurking Predators or Wild Pair, what would you choose?
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You are right, I used to have a savra deck and I didn't have the money at the time for a full set of fetches to complement a LftL + Worm Harvest shell. I'll def be looking into those.Grave Pacts exclusion is due to the fact that I have so many decks that utilize it and not enough copies rolling around X_____X. Lurking Predators is definitely good and ON THEME, and I think I should definitely think about adding one to the deck. What would you recommend cutting for it? I changed the deck around and added the LftL package so the updated list will be different from the one you saw when you commented. I still want Lurking Predators though xD.
illusionist bracers is def value, I found in my games that I didn't have the time to slam down the equipment and equip as in my meta which is dominated by midrangey-combo builds, I cannot afford the tempo loss to play and equip to my general while also leaving up the mana to answer my opponents threats which take some form of semi combo kill.
I need to pick up a gift of immortality xD I haven't bothered but its soo good upon retrospect. Angelic Accord isn't half bad too. Man, now I wanna use thornbite staff / thousand year elixir for even more shenanigans.
Sweet deck, love the card choices, some are kinda low impact like Cathari Screecher, though I think you're onto something if you add a bridge from Below and narcomoeba, allowing you to get a bunch of creatures back from your GY with rigor mortis and company. Other cards I would consider include reassembling skeleton, bloodghast, nether traitor, viscera seer and the new card bloodsoaked champion can get you a recurring army for very little. A skullclamp is also sweet since you can continually draw cards, dredge yourself and grab more zombies from Sidisi!
I dunno really, All the cards help your strat, I'd say if possible get some games in and make some cuts on cards that didn't do so well or cards you wouldn't mind removing a few of.A friend of mine gave me some helpful advice when it comes to having certain cards in certain amounts in your deck:4 ofs : they are awesome and a core component to your strategy, you are always happy to see multiples of these throughout the game3 ofs: Very good card and a solid roleplayer, perhaps space is an issue, or you need another land, either way you are almost always happy to see the card.2 ofs: A situational card, you love seeing it pop up when it does, but if it doesn't its not the end of the world, you want to see it at some point if you can help it in some of your games, in the others you can do without it though!1 ofs: Worth the slot, though you don't want to see it every game, drawing two of them at any point is a waste of a card, at its best its a silver bullet!Hope this helps!
Oooh! Just looked at the list again, Rune-scarred Demon is also pretty awesome!
The Oracles of Mul Daya are really useful, I'd maindeck them if possible, probably subbing out Rest for the Weary since lifegain is largely a losing battle when its relevant!
Master of Cruelties is super awesome in Kaalia, if both attack (and they will if you put him into play with Kaalia's trigger), unblocked, it will kill a player instantly.
How's Instill Energy working out for you? It looks sweet.