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Good idea! It's also good for killing tokens, although the Rakdos Charm is better at outright winning with the damage mode.
I understand that. The best way to ramp for the least amount of deck dilution is a card that lets you play multiple lands per turn. The very best is Azusa, but I understand this is a budget deck. However without this type of effect the deck is really not going to run smoothly. Journey of Discovery, Summer Bloom, Fertilid, and Hunting Wilds all come to mind. These would be played instead of the mana ramp now.Also that must have been a terrible R/W heroic deck if it couldn't win before then. You literally have no interaction until you finally drop Bory other than 2 life off of Verdant Haven and 2 copies of Fog.
Although the deck needs ramp badly, and playing multiple lands is the best way to go about it... Fastbond is so broken it's restricted in Vintage
What turn do you normally get a Boryborygmos out? And have you tried playing against any kind of reactive deck?
6 acceleration spells in a 60 card deck to drop an 8-drop? Seriously?On turn 6- I know I haven't done anything yet this game, but I have you now! ~Countered~Add Desperate Rituals and Through the Breach. Or just Through the Breach. Or Summer Blooms. Or Azusa. Or something
Both are fairly bad. Thassa's Rebuff is better, but inconsistent. And the last thing you want is an inconsistent counterspell. As far as milling goes, the general rule is not to run it unless you are completely dedicated to it. If you divide your efforts between milling and damage, you are not doing either job as effectively as you could be. This rule is broken pretty much only by effects where your potential damage is increased by milling (like Consuming Abberation) or your milling is increased by damage (like ciphering Paranoid Delusions to something). Even then it's better to pick one and stick with it. So although Psychic Strike is a good card, Dissolve is normally slightly better unless your deck is dedicated to mill.In this deck, I'm not sure you need counterspells besides your copies of Swan Song. Any creatures are just going to get killed. One reason you may want to go in the direction of mill or counterspells though is in control mirrors. A source of repeatable mill like Ashiok could do serious work there.
Exchanging Bidents for Vile Rebirths is somewhere along the lines of taking the engine out of a car and putting some used tires under the hood instead. Vile Rebirth on principle is very good as a 2/2 for B, but a 2/2 is only effective at applying early pressure and should be able to be played the first or second turn. As you said, Duress is better than Thoughtseize in this deck, but a side consequence of that card choice is that in this deck, you will never be able to use Vile Rebirth earlier than the 3rd turn (after you Devour Flesh one of their creatures on the 2nd). Then the soonest the 2/2 can attack is the 4th turn, by which time the opponent will have probably landed something along the lines of a 5/5. The only other use of Vile Rebirth, and pretty much the only time it sees play in limited formats, is as a surprise blocker. In a deck full of removal, this is also unnecessary. It's really not a very good card.What's more, irregardless of the fact that you hate legendary weapons and refuse to play them, they are all card advantage engines, something a deck like this desperately needs. Bident of Thassa is quite good and belongs in this deck. The only thing I would swap it out for is a different card drawing spell, perhaps Opportunity or Jace's Ingenuity (which is being reprinted in M15).
If Democidist will put in some Hero's Downfalls, that is a perfectly fine exchange. It is true that in this deck Duress is probably better. However in LITERALLY every other deck that doesn't run spot removal, bounce and sac effects Thoughtseize is much better.
If you have the budget, Thoughtseize would be the very best addition to this deck and a good card to have on hand besides. Also good additions would be a couple Heralds, Bile Blights, and/or Hero's Downfall. If I were you I would go for:-1 Hypnotic Siren, -2 Biomass Mutation, -2 Swan Song, -1 Far // Away, +4 Thoughtseize, +2 Hero's Downfall
Not a bad use, but you will note the distinct lack of Lavamancers.
Deck needs focus, but fantastic title. If you're serious about the deck, add more Young Pyromancers, get rid of Vexing Devil and the 5 drops, then replace Steam Augury with Cryptic Command. Also find a way to add some Remands. Then you have a pretty standard U/R tempo deck.
Oh. Sorry mate, I take things too seriously on the internet
If the god is no longer a creature, the enchantments fall off. The gods may be even more vulnerable to put an aura on than regular creatures.
If I was going to run white, I actually think I would go the opposite direction and make the deck a little more aggressive with the use of Ethereal Armor. Underworld Coinsmith might also make it. But thanks for the advice! And the deck looks pretty sweet, I like it. However I really don't like putting auras (even ones as powerful as Ethereal Armor) on creatures without some form of protection. And there aren't any enchantment creatures with Hexproof, which is why I haven't pursued that option.
It seems like you are looking to pump one creature up quite a bit, but I'm not sure how well that works with no creatures that have hexproof (and can attack). Maybe you could try adding in a few copies of Witchstalker? That will give you a nice template to put your counters and Ethereal Armors on? I know it's hard to make space for since you want to play as many enchantments as possible, but it may help if you find your auras just eating removal a lot.
Oh, whoops. Thanks man. They were actually supposed to be more land, as I wanted 25 land. If I get to Eidolon of Blossoms, I can draw my way to more action, but if I don't start with the mana then I just lose.
4 misty rainforest, 4 marsh flats. if you still have money after that you can try to go for verdant catacombs, but when I use a 4 color deck like this I choose the 2 enemy colors that cover all your bases. Then you pick up all the relevant shocklands and basics. So I would start with those 8 fetches, and a single copy of overgrown tomb, watery grave, temple garden, hallowed fountain, godless shrine, breeding pool, and of course Forest, Island, Swamp, and Plains. That should get you to a very strong place mana wise, especially with Deathrite Shaman. Add in Verdant Catacombs and/or Knight of the Reliquary, and it won't feel like you're playing 4 color anymore. If you can only afford 1 set of fetches, I would say go for Marsh Flats and make sure to have overgrown tomb, watery grave, temple garden, hallowed fountain, and godless shrine. Then you run a little heavy on forests or green shocklands and you'll probably do fine. You'll most often be fetching Watery Grave with that set. But yeah fetchlands and Deathrite are a match made in heaven, anybody will tell you. If you want to go balls deep in that archetype, check out this stupid shit. http://www.channelfireball.com/articles/modern-tribal-flames/
First of all, nice deck. The manabase is tough, and I'm not sure this is actually worth playing as opposed to Bant Hexproof, but I like to see experimental decks. Now my biggest question when I see this deck is this: What format you are aiming for? Because although IOK and Maelstrom Pulse are good, really the nicest pull to black in this is Deathrite Shaman, and it's banned in Modern. If this is just a casual deck, then I understand, but some of my advice may not apply depending on your budget. If not, you need to focus on one format in particular.When I look at this, I kind of want to see an appearance by Noble Hierarch and/or Knight of the Reliquary. I also have some nitpicky things that bother me, like the fact that you should have 4 Rancor and that Exploration doesn't make any sense in this deck to me. In addition, although this is a good shell for him, I'm not sure that Ajani is worth playing at 5 mana. He's good, but I'm not sure he shouldn't be replaced with more low cmc cards. Also if you have the budget for it, you should be playing fetch lands with Deathrite.
Man you make whatever you want. Keep in mind rotation is really only a couple of months away though, so try to play cards that will mostly survive it. All you really need is Mnemonic Wall and Fated Infatuation, and they'll survive. But other than that, you may have to get creative. You could try it with Twinflame, I've been meaning to do that!
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