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My slightly modified take on a blue/black unblockable setup, utilizing Cipher to add an extra bit of nastyness to the attacks. Your opponent will definately hate these little bastards.This deck was inspired by "Budget Decks: Nasty Bastards" by NorthernWarlord. http://www.mtgvault.com/northernwarlord/decks/budget-decks-nasty-bastards/
I've tried to speed this deck up over the original version, which was already kinda fast. I figure since everything is (mostly) unblockable, they need to be small and very fast, hitting the opponent every turn. There is very little defense here, so we must make the most out of our attacks. This is where Cipher comes in, giving you a free cast of some handy spells each time one of your guys damages the opponent, which they will do every time. In my testing, Hidden Strings was the MVP here. It provides mana accelleration and essentially pays for itself when cast. Untap your lands, cast something else. Attack, untap AGAIN, and cast yet another spell (or keep the mana available for Countersquall). This is like having four extra lands available as early as turn 2. This can help put Shadow Slice in play a lot sooner than it otherwise would be to reinforce our aggressive attacks. The value of Hands of Binding can be situational depending on the creatures you are playing against; obviously it is best used to tie up a heavy hitter (just checked rulings; apparently you can continue to target a tapped card with this, to keep it tapped indefinately). If you draw Biomass Mutation, use it for your endgame card. You should be able to strike the killing blow by turn 5 or 6 with your handful of unblockables by turning them all in to 3/3's or 4/4's.
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AEther Figment was a pretty good idea.
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the Infiltrators never have turned me on all that much, so I cut them back to add some creatures that I feel have better value. I love, love, LOVE Invisible Stalker, hexproof is worth its weight in gold in the games I play, so it got upped to 4. AEther Figment I feel is a good replacement for the Inkfathom Infiltrator, since it can actually block, but also you can boost it if you draw/play it in later turns if you don't have anything else to spend the mana on.
Exactly. Too bad that the Infiltrators didn't work as hoped.
at least Inkfathom can be cast no matter what lands you have out by turn 2, which is very helpful. The dimir is more useful as a blocker, which defeats his purpose of being unblockable. I might replace him with a couple Triton Shorestalkers
After messing around with and playtesting this deck for a little while, it feels like it's both to slow 50% of the time and to fast 50% of the time. With a good draw, you can get the small unblockable creatures in play and start dealing damage and it feels like an aggro deck. If this is working, the game will be over before the high-cost Ciphers have a chance to do much. On the other hand, with a poor draw, the deck doesn't play fast enough and you can't get enough power on the board to prevent an onslaught from the opponent.... further testing may be required... haha
Okay... It looks like we need some sideboard to handle opposition.
Played around with this last night and made quite a few changes. Plays much faster now and incorperates more control.I added Postmortem Lunge to the sideboard for a little payback to lightning bolts, and extra Hands of Binding to help against other aggro.