Use a play set of mulch, its one of the 2 standard reanimator enablers. Also I'd side board the sin collectors they really only belong in side board. As far as creatures for use go, i'd look at craterhoof.
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It only works due to the new Legend rule and allowing the new copy of Aurelia to replace instead of just kill the old one. Seeing as the copy is a new entity it will be the first time it attacks that turn.
I would suggest adding in more card draw and droping down your counter amount. Right now your sitting at the possibility of 16 counters. Having 12 base is pretty high. Another sphinx or 2 and some other instant draw like think twice would vastly improve the odds of getting the cards you want when you need it.
Alright so this is how it stacks out.Fiend hunter/angel enters the battle fieldIts ability goes on the stack.Deadeyes soulbond triggersLet soulbound resolve.flicker hunter/angel.Now you still have the first trigger on the stack but "that" hunter/angel won't be there to leave play after its ability resolves. This nets a permanent exile effect.I would also recommend cloud shift over flicker wisp unless you plan on main boarding deadeye. as cloudshift is instant and the only upside to flicker wisp is it would remove something from board wipe. Cloud shift can also work for the same thing as above or trigger anything else really.Speaking of which board wipes are great
Banisher priest can't be abused do to wording like fiend hunter could be when paired to Deadeye navigator. I however prefer angel of serenity because it can clear out opponents graveyards and get back your creatures. If you don't know how it works, if you make angel of serenity or fiend hunter leave play before their ability resolves then it results in permanent exile.Also i find dissipate to be far more useful then render silent due to the exile effect. Render silents secondary effect really doesn't prove to be useful against control and is really just good at ignoring baiting done with small creatures.
Frontline medic doesn't save you from a supreme verdict though. Something like ready however does. Killing the creatures kills the enchantments anyways. Also there isn't away to stop those ignoring countering them, not to mention they are far less played.
Might consider using something to give indestructible, or at least side boarding it. More mass destroy is my default side board against hexproof.
Griselbrand is banned. http://www.wizards.com/magic/tcg/resources.aspx?x=magic/rules/100cardsingleton-commanderAmusing deck i suppose though
ummm what blood artist xD
your land base is really high.I'd probably drop it to between 22 and 24Also some 1 drops would be a good idea like reckless waif or spire tracer.Arbor elves are also nice since they ramp
1) Ditch the cipher. ignoring the latch seeker you don't really have anything your going to be attacking with(i wouldn't play the latch seeker either) also the whole your not really gonna be attacking thing means Aurelia isn't really going to help.2) You need draw, if a control deck is ever top decking you've lost.3)Burn spells where are they? Killing a creature is in just about every case is infinitely better then tapping it or detaining it for a turn.4) Ral Zarek is not going to help you out. You'd be better off with Tamiyo the Moon Sage.5) Add more land. Luck is always there to mess with you up and 19 land will not cut it i'd recommend at least 22 but 24 would likely be best.6) Dissipate is better then cancel period.
well yah there clearly is a reason for them, but they are just cramping hand space unless you have 1 of 4 cards, probability says they are just gonna sit there being pretty. Secondly spell-kites are there to protect against creature removal and there are as many of them as there are creatures its meant to protect, again probability says its gonna look pretty. Any deck who can only win if they get 1 of 4 cards in a 60 card deck, the odds don't look good. Also essence scatter, cancel, counter spell... etc and game over your not getting what you want
i'd recommend you side board some afflicted deserters to deal with artifacts. Also the Caverns are great but your gonna be better off with adding basic land instead, its not gonna work on as much of your deck and your less likely to have basic land for the rootbounds I'd also recommend either pyreheart wolfs or i personally like Kruin outlaws more. lastly the scorned villagers are decent, but at least from what i've seen and specially looking at your mana curve, you don't need mana ramp and your better off with something more aggressive like waifs, or that will let you draw like lambholt elders or garruk
1. you don't have nearly enough land so prepared to frequently be land screwed 2. from what i gather the entire point is to get 1 card that is relatively weak, 1 lighting bolt and your screwed, heck even a counter or a pacifism or a cripple blight or a.......etc 3. your spell kite won't stop no target spells 4. I get why you wanna put in the high cost cards but its just gonna fill your hand with crap you can't use
interesting, but you need more then 18 land unless you plan you living each game starting with 5 or less cards.
Interesting, but i'd up the land count its a little low and i'm not really seeing a whole lot of wining the game capability, yes you gain life but no you'll never inflict any damage. Add in stuff like Ajani's pridemate, chalice of life, or Felidar Sovereign. Also being a black white life gain deck I highly recommend actually adding black land and a Sanguine Bond or two along with exquisite blood. when used together 1 damage or 1 life gain will result in infinite life and damage