Oh Ninja had some great ideas! I'm just saying I think Whip is a lifesaver in the current scene.
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How is whip too slow? It's faster with basically the same effect as Battlegrace Angel, which is a must-have in B/W Exalted. Not only comes down a turn faster, but puts the attacker so far ahead in terms of life total that it can steal the whole game away if he starts reanimating Sheoldred, Nefarox, Ashen Rider, etc. Not trying to be a jerk just wondering as I play a lot of MTGO and tournament modern and Whip has been WAY more helpful than not. I mean, obviously you'd board it out game 2, bonus points if they boarded in Ancient Grudge or something and have dead cards in their hand. It's not always going to save you, I'm just saying it's pretty good if you use it the way it's intended.
Sure thing, I'll let you know in just a minuteEDIT: Yeah it looks awesome! That Whip is your best friend in exalted, plus the lifelink hitting a Nefarox or Exalted Angel should be fun. Let me know how the deck performs, it looks really fun. :D
Hey, if anybody has any suggestions, comments, criticisms, or *gasp* praise, please feel free to do so! Thanks.
Thanks, glad you like it!
No problem! Good luck magicking my friend. :)
Probably want more dual lands. They're expensive, but the efficiency is unparalleled. I'd suggest Marsh Flats to fetch, and Godless Shrine as your shock land - if you can't afford those, then Scoured Barrens and Caves of Koilos are your best friends! :) Also, you want more ways to outright kill things; a very controlling creature could end up locking you down, and that's bad. Ultimate price, doom blade, mortify, and radiant purge are all good, budget B/W options. If you have more $$$ things like Go For the Throat or Hero's Downfall would be cool. Cutthroat maneuver and safe passage feel strange here - maybe 2x Orzhov Charm would work a little better. It can recur small exalted, save a big guy by bouncing him to your hand, and kill something in a pinch (lifegain should NOT be an issue for you). Some plains or swamps could be replaced by the ever-good budget utility land Vault of the Archangel, which would be bonkers in this deck! :) Also, 23-24 lands is plenty enough - you only have 2 things with high mana costs. :) Hope this helps! Overall, an original and cool deck!!
I would recommend removing all 4 evil presence, for 4 Urborgs. Really, if you just get one Urborg, Tomb of Yawgmoth out, it will make Presence kinda null and void. At least Contaminated Ground can still burn the opponent, so if all lands are already swamps it's just an extra headache for the enemy. Hope that helps! :D Good luck
No prob! Yeah, they got reprinted for 2015 core set.
Maybe Urborg, Tomb of Yawgmoth to make all lands swamps? :D They're down to like 3 bucks now. It may make the swampwalk more consistent, if your burn-swamp enchantment is against a color with enchantment-hate, like green.