Discussion Forum

Little help with a deck please...

Hey all,

I saw this deck built by another and copied it to the sight to get a price range on building it. I've done some sample hands and played threw a few times. I love it when it starts to flow, currently though I am running into a few problems. I was wondering if you all could check into it and help me modify it possibly to improve it.

Situations:
1. 4 mana and no Quicksilver Amulet to get out creatures.
2. Amulet out on the board, no creatures to get out.
3. Unburial Rites in hand with mana, no creatures into the grave yard.

The deck doesn't really get going until turn 4 at the most. I'm fine with that (maybe a little uneasy but fine none the less). I'd like a little more consistency in play though, or possible ways to get it going. (Without looking for a creature in the GY or looking for an amulet) Any ideas?

Not sure why it didn't post:
http://www.mtgvault.com/ViewDeck.aspx?DeckID=329140

Seij
Posted 01 May 2012 at 02:22

Permalink

I'm not seeing the deck.
0
Posted 01 May 2012 at 19:17

Permalink

fixed sorry
0
Posted 01 May 2012 at 19:39

Permalink

I would start by getting rid of cards like geth's verdict and tribute to hunger.

the main card you are missing to get your unburial rites strategy going is faithless looting.

you can do a search for 'frites' to see what the tournament version of this deck looks like.
0
Posted 01 May 2012 at 20:12

Permalink

Ok, changed up the deck quite a bit... added spells/side board from frites. Kept most of the creatures the same....added a few ramp creatures. I need to change mana up, I don't see it being cheap with the right mana though T_T
0
Posted 01 May 2012 at 23:44

Permalink

Ok With the exception of a few land, I've kind of merged my Praetor deck with the frites deck. I left a few amulets in there. If they instantly kill off a creature, I can then get it back and save on trying to get it into the Graveyard. Amulet is just another thing for them to have to deal with. Any other suggestions?
0
Posted 02 May 2012 at 19:51

Permalink

I see a lot of twos and ones. That's good for variety, bad for consistency. Obviously you want to do that with the praetors but, its general rule nonetheless.

Thinking of quicksilver amulet, Any card you want to see every game is an automatic 4 of in my mind (unless its built as a late game card, IE praetors). 3 of a card means you want to see it most games but it can be dead weight at times. 2 is, in my opinion, for cards you are splitting/just to add variety. One ofs are cool when they work but too risky in some regard to the deck to have a lot of.

I like the build myself except that I'm not sure if you're using the right filters. it's possible to put a lot of your power into the graveyard with mulch. tracker's instinct is similar but at least you get a creature out of it. I'm not sure how I'd change it since I'm admittedly less familiar with scars block than I should be so... ya know... that's a grain of salt ha.
0
Posted 02 May 2012 at 23:59

Permalink

Each praetor pretty much cripples the opponent in a different way. Having so many really in my mind makes it hard for someone to adjust to fighting just the creatures.

Elesh Norn, Grand Cenobite = anti token
Jin-Gitaxias, Core Augur = hand crippling
Sheoldred, Whispering One = reanimate/creature sac
Urabrask the Hidden = no instant death touch creatures that can block a biggie
Vorinclex, Voice of Hunger = infinite mana for you, mana crippling for opponent

I love big creatures with effects like this personally.

I'm not sure what you mean with the filters.

If a creature is in your hand, you can get it out using amulet.
If you happen to discard it, you can get it out by Unburial Rites.
That's pretty much how I was going for the deck.

Do you foresee any problems vs other decks. A ramp green poison could be bad I know. I have a poison deck that turn 2 kills or very close to kills very consistently. Control could be hard, but if I get a few creatures out, the effects from the creatures could cripple the opponent.
0
Posted 03 May 2012 at 00:46

Permalink

I was agreeing with you about the Praetors; I'm sorry if that was unclear :)

By filters, I mean your draw spells, which all discard cards as well as draw. You do run the risk with those of putting away some seriously important cards: The praetors and your unburial rites mostly. Since they are either random discards or conditional ones, it hurts your deck's overall consistency, I think. Not that you would lose ALL your praetors, amulets, and rites but, you may lose one of those cards on one turn and in MTG, that one card is often everything!

I would substitute maybe 2 instincts and a mulch for Lair Delve from AVR. This allows you to draw two cards and keep creatures and lands from the pile. In the long run, over the course of several games and matches, I have a hunch this would prove to be more beneficial, due to the nature of a deck of cards. The possibility of you mulching away four creatures or trackers instincting four lands(or 3 creatures) into the graveyard is not that unlikely. Ask some self-millers how often it happens. Not incredibly often but more than you would thing.

In a Five-color Rites deck, something like that happening at the wrong time is game for you. Granted, the deck could theoretically run on four mana, you're once again getting into very conditional playing. In my own opinion, Lair Delve + faithless looting is a solid bet. Diversifying spells with similar effects (in this case, filters) is a good way to keep consistency while still having enough variety to be able to make the best decision based on the board.

As far as problem decks, U/W delver(the bane of my existence), and generally strong aggro might give you a hard push. It's not impossible to beat them with this deck by a LONG SHOT but, well built aggro can goldfish(http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/feature/106) a win by turn 4 or 5(reckless waif and delver both flipping on turn 2 in this scenario). In the best case scenario, this deck can play the Amulet on turn 3, a praetor on 4, and START the attack on turn 5.

As you said, control could be hard. But, having played solar flare and esper control(basically the same deck in Innistrad Standard IMO) I've learned that timing is everything. You can get around a LOT of their traps by simply timing against their mana. If you've played/researched UBW strategies, then you have a good idea what each color brings to the table for control in standard. This deck can play fast enough to stop control if you time it right, draw out some counters, etc.

As I said, I like the build

hopefully this clears up what I was saying before! This deck is mad effective when it works but, I think with the environment (especially with AVR being anti-graveyard and very capable of keeping up with bomb after bomb) it comes down to very subtle card choice and very laser-guided, precision plays against each individual opponent.
0
Posted 03 May 2012 at 21:57

Permalink