No problem! I'd love to see how the deck does and help you work from the results. Good luck tonight!
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Not sure if sarcasm or trolling...
First, allow me to say, welcome back!Second, I'd like to let you know that you can take everything I say with a grain of salt. With innistrad about to rotate out, the metagame will change a lot, so my predictions may be totally off.That being said, mono-black isn't really a thing right now. These deck type I would recommend to you would be something like a Black-Green Midrange deck--one that uses Disciple of Bolas and Desecration Demon. These cards make a killer life-gain / card draw engine, because you can make them sac a creature every turn and then draw 8 cards with Disciple. I'm a huge fan of the two M14 zombies and I really like them in this deck. My only concern is that you don't have enough early threats to stall out while you ramp and black doesn't have a lot of ramping spells (which might be a good reason to splash in green).Hope my advice helps somewhat. Good luck!
If you're interested in a silence/render silent oriented deck, I actually made one and am taking it to FNM tonight. It's called Turbo-Silence, and the plan is basically to shut them down until you either beat their face in with Geist or kill them with Aetherling. I've run some playtests with it, and it's really good against midrange and reanimator since they can't even get their mana dorks or ramping spells down. Here's a link if you want to check it out:http://www.mtgvault.com/jacethemindsculptor/decks/shut-your-face/
Stop being a troll and maybe people will.
I don't think Diabolic Tutor is a good card in here. It's not really a combo deck (except for the bonus of the archwing dragon + scourge combo) and the altar's reap smoothes out your draws enough. I'd add in 2 Thundermaw Hellkites if you have them or even Furnace Whelp. Have you thought about Door of Destinies too? With Archwing it could get a lot of counters.
Ponder isn't modern legal
This combo is actually really awesome. If it is going to be a combo deck, however, I would cut the land fetching. You only need 3 lands to make the combo go off, and that's pretty easily attainable. I'd add in 2 more Serum visions and some telling time to help you get all the pieces of your combo.
Assemble the Legion is the most bonkers finisher in RWU I think. They have almost no way of interacting with it (except for the rare Ray of Revelation sideboard) and it can take over games in just a few turns. Literally nothing they do can shut it down since the creatures keep coming back. I think that Izzet Tokens (w/ Guttersnipe, of course) would probably be a solid build post rotation and if you splashed white for assemble the legions you wouldn't regret it.
It's taken a lot of thought (and it might not be exactly where I want it yet), but I've figured out a good RUG way to work it. Gravecrawler is basically the "cast vengevine" creature since you can mill them for days and still come back swinging, but this deck can still cast 2 creatures in a turn late in the game. The key is that faithless looting and tracker's instincts have flashback, so you can flashback a hunter's instincts and yank a creature into your hand and a faithless looting to get another and still have recurring creature sources. In addition, I think that RUG just offers the best aggro creatures and best mill/discard combinations over BUG or Jund. Thanks for taking the time to look at the deck!
So here is the updated version of the deck. Like suggested I cut out the burning-tree emissaries since they were pretty useless since most other two-drops in the deck couldn't be cast off of them and casting 3 creatures was essentially a waste of a creature as far as vengevine is concerned. I still like goblin guide, but I added in 2 grim lavamancers and kept in 3 goblin guides, although the numbers of each are likely to change. As for experiment one, I've swapped him out for boneyard wurm, since the biggest he can get is a 4/4, whereas boneyard wurm is functionally better than goyf in this deck. Unearth is a good functionality for this deck, and definitely something to consider, but right now I'm trying to keep the focus on casting vengevine. If it starts to shift towards a dredge-based aggro, unearth will absolutely be a consideration.Thanks for the comments!
Wow... I didn't even notice the number of pyroclasms XD I also have this deck posted on tapped out, and maybe I have two pyroclasms in there, which might be where I was getting it from lol. I do really like scavenging ooze a lot, and I was gonna pick up a bunch for standard anyway, so I'll definitely sideboard them in as graveyard hate.Thanks a bunch!
I thought about it, but I eventually decided (for budget purposes, mainly, to be honest) that blue wasn't entirely required. Red has access to plenty of burn to hose creature based strategies. For everything else... well that's what a sideboard is for. UR Storm would definitely be the hardest matchup, but Mindbreak Trap would do away with grapeshots and wouldn't require any splashing--not to mention burn would kill their electromancer, making it harder for the combo to go off. I'm going to start buying the deck as is, but it is in no way finished. Adding blue may very well be what turns out to be necessary later on.Thanks for the comment!
I think it's especially good in this deck since there's really nothing else in the one-drop slot. I really like the setup for the lands I have now, and I think this is the closest it's going to get to a solid 3-color pool post rotation. 2 of each basic other than forests, 4 green-x shocks and 2 sacred foundries. It means there are only 6 lands in the deck I can't use lay of the land with. I am also taking your idea with the manaweft sliver and the hive stirrings. With only 2 mountains and 6 shocks, molten birth is way too hard to cast, and manaweft is good enough as a stand alone even if I dont' draw into hive stirrings. The artifact issue makes total sense now. Boros Charm is probably a better indestructability choice anyway, so I'll sideboard a bunch. Thanks again!
Gruul War chant is actually a great idea. Quite possibly even better than path of bravery. I'll playtest with both, but I get the feeling that the path isn't going to be as good as I want.My idea was to ancient grudge the ratchet bomb in response to them activating the ability, and since it's a tap ability they can't re-activate and restack the ability. If they drew multiples in a game that would definitely be a problem, but I don't think they'd sideboard in more than 3 and with the 4 total rootborn defenses and then some artifact hate I don't think it would be that big of a problem.I definitely would take Molten Birth over Hive Stirrings just because a) I like the buyback possibility and b) Lay of the Land is too good. This deck doesn't need a lot of acceleration--a turn 3 advent is not necessarily the main goal. But running 4 lay of the lands means that I only need to run at least 1 of each basic land and can run only 20-21 lands. Not only that, but at a lack of anything else in the one-drop slot (except shock which I probably want to save) it also does a great job mana-fixing if I draw a young pyromancer and no mountains or something like that.Thanks again for the comment! I'll mess around with Gruul War Chant
I was just thinking about ratchetbomb earlier actually. I think if they sided in ratchet bomb my plan would be to side in 2 rootborn defenses as well as 2 ancient grudges (or gruul charm post rotation) although I forgot to put in the ancient grudge. I think I do like Boros Charm better though--definitely has way more potential, and the double strike lifegain would be awesome since it doubles the counters. I thought about imposing sovereign, but I eventually decided that any deck that I would board it in against would have removal to deal with it, where they wouldn't against blind obedience. The extort is another additional feature.Thanks for the comment! Do you have a list posted for your idea for the deck? I'd love to check it out and get some ideas!
If you read the description it was a proxy for young pyromancer before he was on the site.
Gaining 5 or so life a turn starting on turn 4 is a serious problem for pretty much every deck ever.
This kind of reminds me of some of the hexproof decks right now. I know they're running (some of them) Gift of Orzhova and loving it. That on an invisible stalker would be pretty favorable pretty quickly. Idk, I'm not a big fan of the Phantom Warrior or the Accursed Spirit. Neither of them have Hexproof and would probably just die (especially the spirit, since intimidate doesn't always work). The spirit is a bit overcosted too. I'm not sure... I really like Psychic Strike, but counterspells are probably not what you're looking for.EDIT: Oh! Simic Manipulator. That would fill the gap nicely I believe.
This deck sucks. -Evan
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