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I bought this deck and I mean to test it out ASAP, expect updates.I built this deck as an attempt to create a 'duel deck' compatible with (and worthy of) my "Huge Graveyard, Huge Creatures" deck, since I really want to play that against my husband but it is better than all other decks we own.NOTE: This deck is designed to play against decks with creatures. If you go up against control, you will want to have 4x Jace's Phantasm, at least 2x Consuming Aberration, 3x Trepanation Blade, and you'll probably want to adjust the creature affecting instants/sorceries/enchantments. Also probably don't need Avatar of Woe, Nighthowler, and remove some of the Wight of Precinct Six. Guiltfeeder is illegal in modern, but I built it to play against a deck with Golgari Grave-Troll in it - call it even. Just remove it if you want it to be legal in modern - then I'd replace it with another Consuming Abberation.
Keep a hand with island, swamp, and at least one cheap mill sorcery. Play Tome Scour and Mind Sculpt ASAP. Mindshrieker and Shriekgeist are your early game flyer friends who can help mill and keep early creature threats at bay, although it's best to use Vapor Snag as creature control at first (frustrate their mana and enjoy summoning sickness when they're forced to recast). Hopefully by this point your Jace's Phantasm and Wight of Precinct Six come out as scarily large 1 and 2 drops. Duskmantle Guildmage can make it very painful for your opponent to be milled with his 3 mana ability. Paired with Mindcrank, its an infinite combo of losing life and cards, though in a deck not focused on this combo exclusively I can't say it will be dependable. Nighthowler is double trouble with his ability to boost some of your early game flyers. And if you're really lucky, you can get Avatar of Woe out for 2 after a few mills - though in my experience it doesn't last more than a turn on the field as my opponents always panic when it drops thanks to its ability.You have a lot of fun options. Mindcrank is useful in literally any application here, from using flyers to hit off some unblockable damage or using Vapor Snag to send away opponents' creatures and deal 1 damage to them, to really making them forced to block your heavy stuff once it gets out. Trepanation Blade is super helpful if you've stuck out on getting creatures into their graveyard, and can be equipped to flyers for some serious overhead damage. Banewasp Affliction is the perfect response to having big non-trampling creatures on your side - discourage or punish their blockers. Death's Approach is a cheap roundabout kill spell for 1 mana. Crypt Incursion seems counterproductive but it's an 'oh-shit' button if you're low on life or if they have a lot of flashback/graveyard creature tools at their disposal. Gruesome Encore can steal heavy drops of theirs for a turn without any hopes of them getting to use it once you're done with it, and also can be useful graveyard removal for things you don't want them to ever have access to - smack them with it and exile it.The game finishers are accessible at 5+ mana. Consuming Aberration is the poster boy of this deck, who gains power/toughness on the number of CARDS, not just creatures in your opponent's graveyard, plus every spell you play mills more and more thanks to him. Traumatize should give you a huge upper hand if you don't already have it, although I'd hope at the point you're able to use it they're at least half out of cards already. You could try to combo this with Duskmantle Guildmage or Crypt Incursion but it's likely unnecessary or expensive at this point. One swing Guiltfeeder should win you the game.Nephalia Drownyard is the only fun land, because dual lands are too expensive $ wise. But it can mill in a pinch.
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NOTE: Set by owner when deck was made.