I would sideboard the Bonehoard and bring it in if the deck you're playing against has board sweepers. In its place, I would add an Adventuring Gear maindeck; that way you can add more lands to the deck without reducing its power. I would take out the Day of Judgments to add two more fetchlands, and replace a few of the Plains and Swamps with fetchlands as well. Here it is altogether: -1 Bonehoard (to sideboard) -2 Day of Judgment (possibly to sideboard) -2 Plains -2 Swamp +1 Adventuring Gear +3 Verdant Catacombs +3 Arid Mesa
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Your deck inspired me to try out a similar deck and I have found Corrupted Conscience to be an all-star. It is the number one win condition if the game goes long, but it provides an excellent two-for-one even in the early game. Plus it's just so much fun to steal a Kozilek and turn him into an infector.
I'm loving the creatures and spells, the idea of the deck is awesome. 22 lands does seem a bit light for the high mana curve.
I disagree that the number of Forgemasters has to be equal to the number of targets, for the same reason that you can have more fetchlands than basic lands and more Stoneforge Mystics than equipment. Wurmcoil and Blightsteel are not potential targets because this is a Mirran faction deck for Game Day. However, I will add a Platinum Emperion for use against aggro and burn decks.
Done. The Forgemasters fit nicely atop the mana curve. Do you think 3 is the right number?
Actually, 2nd place was Boros, but whatever.
A single pyroclasm/slagstorm/DoJ/Black Zenith/etc would wreck this deck fast. You might consider throwing a Bonehoard or two into the sideboard as a recovery mechanism. Another possibility would be Luminarch Ascension because it would stick around after a wrathing and is good against the sort of decks that like to use wrath effects.
I added Luminarch Ascension to the main in place of Student of Warfare and Kabira Vindicator in place of Lighthouse Chronologist.
The deck is looking pretty slick now. I think the only change I would make at this point would be to swap out 3 or 4 of the swamps for Verdant Catacombs to boost your fetchlands for Adventuring Gear. You might also consider dropping some or all of the Drowned Catacombs for Evolving Wilds to boost the fetchland count while still having some mana fixing, although you would be trading a little bit of speed to get the extra landfall. Have you playtested very much? Does the deck seem to have enough creatures in it?
About Emeria: Clearly a WW deck doesn't want the game to last long and will generally be in trouble if it does. However, against a control deck there is a decent chance the game will wind up going long, so a little push in the late game won't hurt anything. Emeria is also unlikely to slow the deck down badly because it is one of twenty-two lands in the deck. What would you suggest taking out to in order to make room for Zenith?
I agree that you need more fetchlands. There is really no reason to not include them and plenty of reason you should include them. I would do the following: +4 Scalding Tarn +4 Marsh Flats -4 Mountain -4 Plains
I have removed Journey to Nowhere and replaced it with Brave the Elements as suggested.
I understand where he wants to use the card, but I think it's more important to support the 18 infect creatures (counting Inkmoth Nexus) than is is to support the 6 non-infect creatures (counting Tar Pits). Every game will have an ideal target for Distortion Strike, but only a fraction of games will have an ideal target for Tainted Strike.
Maybe for an Alpha or Beta Specter, but you can get them for under $2 from other sets.
I just tried a few sample hands and this deck is looking great. I think I'll give it a try soon.
Drawing tons of land is just fine in a landfall deck, just make sure you mulligan if you don't have at least one creature in hand (although ideally you will have 2-4). As the game progresses, the fetchlands will dry up the number of lands remaining in your library, and you will start to draw creatures in droves.
I really think you're overestimating Tainted Strike and underestimating Distortion Strike. Without rebound, they would be fairly comparable (although I would still take Distortion Strike), but because of rebound, Distortion Strike is hands down a better card. A single Distortion Strike will take any of your infect creatures in for a total of 4 damage for a 1-power creature, 6 damage for a Crusader, or a whopping 8 damage for one of your Praetors. If you can throw a Virulent Swipe into the mix, you'll usually have game. I would also suggest raising your land count to 22 or you will lose a lot of games to mana-screw. If you replace some of your lands with fetchlands (in this deck Marsh Flats, Misty Rainforest, Verdant Catacombs, and Scalding Tarn will all work), then you can get some deck-thinning action which will help you get to your creatures and spells just as fast as though you had fewer lands in the deck. Consider cutting some of your control spells (Mana Leak, Into the Roil) for spells that more directly help your infectors (equipment, evasion). If you wind up putting more fetchlands into the deck, then Adventuring Gear could be an all star. Sword of Body and Mind would be like a mini- Giant Growth each turn, and would make a Crusader have the equivalent of Fear. As someone else mentioned, Sleep would be fantastic by giving a pseudo-unblockable effect to all of your creatures for two turns.
Try Virulent Swipe in place of Tainted Strike. I know you want Tainted Strike for your non-infect creatures, but rebound + death touch + additional power makes Virulent Swipe significantly better for your infect creatures.
Sideboard suggestion: 3x Kor Firewalker (vs Boros, Kuldotha, Koth) 3x Luminarch Ascension (vs Control) 3x Revoke Existence (vs Wurmcoil, Mimic Vat, Ascensions, Tezzeret, etc.) 3x Arc Trail (vs WW, Vamps, Boros) 1x Sword of Body and Mind (vs G/U) 1x Sword of Feast and Famine (vs G/B) 1x Bonehoard (vs mass removal) Additionally, I would replace the Ruin Ghosts with Stoneforge Mystics to make the equipment more useful.
I second this. Hero is very good.
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