I avoided double strike because the first strike damage will reduce the power at the normal combat damage. A 10/10 malignus will only deal 15 damage total if double strike and unblockable. Tunneler only works with creature with 2 or less power. The spells here only try to force in the 1 hit KO by doubling the power.
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I don't think you understood how awesome Feeling of Dread did for Hayne's deck. it's 8 tap downs, versus your Priest + Burden of Guilt. paying 1 to tap again and again may not help you. I guess you also need to consider, are you doing Block Constructed or Standard? in block, you get to avoid Mana Leaks and Ramp beatdowns. so you will have to look at your cards and make sure can handle the first 5 turns before you get a chance to attempt miracles. and especially if you don't have any draw conditions for your opponent's turn. i think go with ponder + think twices. also add in Evolving Wilds to thin out your lands during the game to up your chances for a miracle. I wouldn't add in Past in Flames for miracles, since it's only at sorcery speed; snapcasters will be your flashback options instead. I would also recommend one or two dissipates. it's a must in any blue deck. if you have a chance to counter a huge threat, do it. good luck
nice deck! i've been trying to make a mill/extraction deck with some control as well. maybe you can take a look and give me your opinion. i've been trying to throw this together for sometime, but it still feels off. http://www.mtgvault.com/ViewDeck.aspx?DeckID=305047
i feel that faith's shield should be enough to prevent any major spells thrown against me or my creatures. griptide is just to set back an opponent, but if they don't have creatures, i could sideboard o-rings. I also feel that the only worthwhile counter would be dissipate, since mana leak is only good early game, and i'd rather focus on getting at least the captains or geist of saint traft out in those early turns. turn 2, i hope to get honor of the pure out or use vapor snag to remove pesky creatures. i will consider some counters in sideboard though, guess you can't be too careful.
I would probably drop the Vampiric Fury for shocks/incinerates/etc. The only vampires you have are Crossway Vampires, and there's only 2 of them. Stick with goblin tribal, or even add more traitorous blood. And maybe up to 22 - 24 lands.
Yeah, I just started up again from Kamigawa, so my "card pool knowledge" is a bit lacking. I probably should just stick to Standard and try to learn while the Innistrad block is still young.
interesting take on the Heartless Summoning theme, but relies heavily on your control to get to your R-SD to open up the rest of your library. I suppose another problem would be what are you choices for turn 2 - 4? if you needed to play cautiously, then turn 3 and 4 may just be holding onto Mana Leak and Doom Blade, while you have to hold back on playing Heartless Summoning and Solemn Simulacrum. Seems like a tough decision, but then again I barely play U/B control. maybe focus on either control or the big creatures, but having both seems to leave areas weak. good luck with building this deck!
Warstorm Surge would be a bit counter-intuitive with Heartless Summoning out, unless I was playing larger creatures, but this deck is and should be fast like burn.
I did think about 2 heartless summoning and rage. It was tricky since there are a lot of creatures with only 2 toughness to begin with. But I also wanted to be able to have heartless in the opening hand everytime. Could it be better to have fewer and add in more creatures?
Thanks for the suggestions, I felt that since the deck is throwing creatures into the graveyard that it would be nice to have masticore as an option. Cultist was an awkward throw in card, I probably will add the Palladium Myrs to see if it helps speed up the deck and help with the superions.
thanks! Heartless Summoning + Perilous Myr has really hit it off in many HS decks, but it does so much more. Having abilities trigger when creatures hit the graveyard seem to have huge effects when they come in all at once. It's supposed to play quickly, but it still needs to wait until turn 4. At least whenever you have Heartless Summoning out, you can start shocking creatures or players. Then once your Rage Thrower(s) come out, you can start dropping everything for profit!
Thanks, I actually wanted to make it a standard deck, but good to know that Relentless Rats are the more favored rats. I did want to have more rats, but I got more caught up into keeping the mana curve low. The name is misleading, so I should probably change it to something else.