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An idea I had I thought was interesting. Although it should work in 1v1, it's more powerful in multiplayer with allies. Realistically it probably won't win until turn 7 or 8, but it is possible to win as early as turn 5.
Play Suture Priest, Blood Seeker, and/or Impact Tremors before playing a big token spell. Then make your opponents lose life and deal damage to them when the tokens come into play. Alternatively, use Ogre Battledriver and Ambuscade Shaman to power up the tokens and swing for lethal.ExampleTurn 1: Scoured Barrens and passTurn 2: Mountain and Suture PriestTurn 3: Swamp and Impact TremorsTurn 4: Mountain and another Suture Priest and Blood Seeker Turn 5: Crystal Vein and sac to play Alliance of Arms for 5 (or more if playing with allies). Opponents all get 5 soldiers and lose 15 life, then take 5 damage.
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Problem with your deck: Suture Priest and Blood Seeker only make your opponents lose life if the creatures enter under their control, not yours. Impact Tremors only triggers for creatures entering your under your control, not for the opponent nor your allies. So, if you where to play Alliance of Arms, the opponent can choose to pay 0 and receive no creatures, thus not losing any life from Suture Priest and Blood Seeker.
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Alliance of arms reads that "Each player gets X 1/1 soldiers, where X is the /total/ amount of mana paid this way." So if I pay 5 each player gets 5, unless someone pays additional mana, in which case we all get a higher number of soldiers. So even if they don't pay any, they still receive the tokens.
My bad, I misread it. I thought it had a clause of only getting what they paid for (like other cards that do similar). This card is broken in so many ways... Stronghold Discipline would be nice, even if only as a way to push for that last bit of life loss :P
Hmm... I may cut Tempt with Vengeance seeing as it's far less effective than Alliance of Arms, since no one in their right minds would take the tokens. I was thinking about Hunted Dragon as well, to get me a big flying beatstick with haste, as well as more triggers for Blood Seeker and Suture Priest. Stronghold Discipline looks good too though, but I'm unsure of how efficient it is at 4 CMC. Overall I think I need to pay more attention to the curve, and put in some better turn 1 plays.
I actually have a Modern deck that wins in a similar manner:http://www.mtgvault.com/dedwards/decks/strong-hold-on-discipline/It's been a while since I updated the list here, but not much has changed (more dual lands and I've stopped using Sleeper Agent).I'm working on a BU deck that grants creatures to the opponent. My idea with this one is to use Forbidden Orchard and Hunted Phantasm to give creatures; Illness in the Ranks and Ratchet Bomb to kill said creatures; and Blood Artist and Blood Seeker to cause the life loss. Might include 2 Massacre Wurm too...
Aww, and here I thought I was original. :P Thanks for the feedback. I might tweak it more and eventually buy/proxy it and see how it works.