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Uhhhhhhh..... well...made you click. it's a stupid idea but the title was worth it-i wanted to use thoughtpicker as a way to prevent the opponent from getting to play their cards while simultaneously fixing our draws with warteye witch. that's the ideal scenario at least that will never happen- the rest of the deck plays discard shenanigans and token producing nonsense to try and get ahead and create fodder for the "Witches".
be annoying. empty opponents hand/ make tokens/ then try and attrition them out with the magic christmas land scenario above and swing away with carrion feeder. augur of skulls is one of the secret mvps- and you can keep recurring it with grapple with the past (which is also used for digging). We do the same with the rats- which we'll happily sac away to use again later. Nest invader is just 2 bodies for one card or ramp to help us get out sporemound quicker which is the real token producer in the deck.tragic slip is insanely easy to enable and seems like the best choice to kill pretty much everything for the least amount of mana. We play a lot of evolving wilds type cards to enable sporemound. as well as a few bounce lands so we can abuse bojuka bog if needed, or khalni garden for extra tokens.
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NOTE: Set by owner when deck was made.
+1Maybe Growth Spasm instead of Nest Invader? Gives you only 1 creature but allows you to ramp and activate the ability of Sporemound later on.
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It's not a bad thought!- though I'm not sure i want the land over the extra body yet. i feel like nest invader is slightly less clunky as it comes out earlier and late game id probably also rather draw nest invader for the extra body. I also can get repeats with grapple with the past- so its better if i keep as many slots creatures as possible. If Growth spasm said "any" land though I'd probably go for it quicker (grabbing khalni garden sounds like gas)- thanks for the comment!
I used to have a lot of thoughtpicker witch brews at a time where I was trying to beat legacy with commoncards.Part of the fun with witch brews were that the opponent would mostly ignore thoughtpicker witch, because it seems so far fetched that it is the major threat.You will face two problems, 1 is to set up the lock as soon as possible, because the longer you are not having a lock in place, the higher their chances will be of removing the witch with a removal spell. You need to be able to either get them to use their removal on something else, so they spend it fast, or you must have a lock in place at turn 2.Having the lock turn 2 means you need to cast the witch turn 1 and then play a creature for 1 and sacrificing it for 1 at turn 2.That means you need about 9 cards costing 1 mana, that somehow puts creatures into play.From there you must feed the witch every turn or the opponent will break lose.I know that I had a setup where the witch locked down their draw, then I'd play a powerfull but cheap beater to kill them with, usually one costing just 2 mana. I also had stinkweed imp which could be sacrificed each turn to keep the lock in place while building up a lot of emergency sacrifices on the board, which could also end the game.Once the lock would be in place I'd usually start using discard to snuff out any lategame comeback from the opponents.The second problem in design, will be to have a backup plan for when you haven't drawn the witch or it got killed at turn 1.The solution I used was both to generate a swarm of future sacrifices, then I'd use discard to prevent combo, and large cheap critters to attract removal, and then cards like stinkweed imp would put up a wall against their aggro.I remember having a serious number of deckbuilders with the witch trying to set up a perfect blend.They were mostly two-colored because that's within the limits of what's possible to run the witch with.I also had a black green variant that was powerfull enough that it could actually take out legacy merfolk at the time...I remember a couple of cards being in the list, but I'll have to google them up for their names.It'll take me 5 minutes.Dripping-Tongue Zubera sac-tokens.Fists of Ironwood sac-tokens.Putrid Leech aggro.Shambling Shell aggro + protects the witch.That's probably what I used back then.The removal I played was also very cheap, costing 1 black mana at the most(One spell could be cast for free by having a Swamp in play)It was able to gain the respect of some legacy pro's back then, So it should be possible for you to actually make it into a nasty build.We've gotten plenty of support cards for the deck since then :)If you search for the decktag: nostalgiaOne of my thoughtpicker decks should be at the top right now.It's a black/red variant but it comes with some meta details to put things in perspective.I often think my bg variant was the better build, but the br build put up the best results on the scoreboard, and is rather simple to play, making it easier to understand.
Yeah the "combo" if i can even call it that is super fragile which is why I don't think, like you said, a deck can rely entirely on it which is why I have carrion feeder and the like in there. The thoughpicker "combo" is more of a "well if it happens -hurray!" thing. Stinkweed isn't a bad idea either- not sure my deck can take full advantage of it though.
It depends on the meta you are in :)There is a lot of difference between pauper and old fashioned legacy, but do consider the power level I was up against. Decks must be capeable of "something" in legacy, both then and now.I guess part of why my witchbrews were successfull might be because they were capeable of messing with dredge which was playing bridge from below at that time period.But the overall gameplan for witchbrews today will be the same.Have a backup plan for when the witch doesn't show up, be able to halt any aggro with a way to slowly rob them of their creatures. Stinkweed imp doesn't have to be sacrificed every turn, as tokens can do that.Usually having 2 stinkweed in play let me attack with one and hold back the other.Their ability to come back usually made aggro players slow down long enough for me to get a witch into play.When you don't get the witch in the opening try to hold back a discard card to cast before you play it, to probe for removal.I'm pretty sure I could build a much better witch deck with all the cards that exists now.So many new cards support this style of deck.Already back then there was material for close to 20 different designs.I had about a 100 different variations of the deck on paper.Back then all my deck evolving was purely based on "card packages" I would spend a lot of time at tournaments to test out groups of cards that worked well together. Then once I'd found such a card group I'd get it on paper and endlessly would try to improve on its efficiency.I usually would throw a bunch of packages together to see the results in other tournaments.The black/red deck had such a package of cards.All the black cards were part of a "discard package" I used frequently.It was that approach that led me to invent the "half deck" conceptSearch for the decktag: halfdeck If you want it I could search for cards to build a better witch deck.If you have a clear idea about the pauper meta you could give me some input and I'll Try to disassemble the meta :)
I mean this isnt the archetype I'd want to turn into a project (At least now- im working on other things i have more faith in currently haha), it was more for the memes. but thanks for the comment/offer!
Meh, I was just about to go full scale witch on you :)Cards like Presence of Gond, Sanitarium Skeleton and many others could create a fine loop of sacrifice.There are even cards that can get you the witch much faster.I had a pretty good past with the witch against legacy, so when you described a witch setup as "ideal but will never happen" I got defensive :)
the setup i described as "ideal" had to do with also having warteye witch out at the same time as thoughtpicker and have nothing die to removal before locking. no reason to get defensive haha.
Yeah, it's fun how people being so defensive can seem so aggressive :s
you're good man, didnt come off as aggressive. no worries here
Cute and cuddly, boys, cute and cuddly...