If you want to make this Standard, I would highly suggest Birthing Pod. Helps you sacrifice your dudes to get Flayer's damage, and helps you find the biggies, like Gravetiller Wurm, which will be HUGE cuz of Morbid.
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yeah but if you get the perfect hand and the avatar happens to be in it? its safer with 4. plus this needs all the cards it can get.
Even with blightsteel colossus the same problem occurs. i have no idea how it happens, but im leaning towards this: First Entomb goes on stack. Then, Entomb resolves. Serra Avatar enters graveyard. Serra Avatar's ability goes on the stack. Shallow Grave is cast, going on top of the triggered ability on the stack. Shallow Grave resolves. Serra Avatar enters the battlefield. Serra Avatar's ability resolves, because even though shes on the battlefield she can still be shuffled into the library. You need to ask someone connected to magic rules, like a judge, or email someone who works at Wizards to make sure. This really could go either way.
Phyrexian unlife. with the ironwright out they probably wont even be able to get through with the poison counters.
if you want trolling, swap out those extirpate for 15 cheatyface. theyll be focusing on your black lotuses and with clever hand movements youll have an army of flyers. ive done it a few times before and my friends get VERY pissed :D Another trolly turn 1 win by your casual rules is a deck of 60 Chancellor of the Dross. you start the hand with 7 CotD, all your opponents lose 7*3 life, which is 21, which kills them. Youll probably be kicked out of the room afterwards but still.
Sea Gate Loremaster. Keeps your hand full of allies to pump everyone else. Venser, the Sojourner: bounce all your "enter the battlefield" allies for added bonuses and once in a while making them unblockable. Join the Ranks: Ally entrance on instant speed. Can really clean house when they swing for the win and you get new allies that also get protection (from the Evangel) and can chump block without loss. Ghostway: Mass bounce on instant speed. Cast it and buff everyone you have on their turn and your allies are ready to swing in for the win on your turn. Or bounce them all out in response to a Day of Judgement.
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ftl/183 This is a From the Lab article from Undying week. Dont be fooled, for some reason the last deck on the lists is a cat deck. Check it out for ideas. Im not going to say much else except stress WHITE SUNS ZENITH. An army of kiities suddenly appear, then you have a chance of getting it again. YES,
IMO Think Twice is not as great as its cracked up to be. your paying 2 to cycle then 4 to draw a card. Secrets of the Dead is a 2U enchantment that lets you draw a card everytime you cast from your graveyard, which should be often since thats where youre putting all of your flashback stuff. Personally, -2 Think Twice, +2 Secrets. 1 Think Twice would be a nice surprise to mill, but i dont think it should be that prevelant. This deck seems really solid without the usual green. Nice job.
I would add in some Wolfbitten Captives and/or Reckless Waifs. they basically come down as werewolves if they come down turn 1. Ive never liked the Shaman, cuz a vanilla 3/2 for 4 mana didnt feel good (although her flip side is really good). But if youre cool with her and make her work, awesome. Personally, im cool with the Flings, but Beast Within is a great removal spell that would solve a lot of problems from planswalkers to enchantments. Not saying you should replace the Flings, but consider throwing in a couple Beast WIthins.
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ftl/186 The last deck on this From the Lab article is about utilizing Lost in the Woods. Your deck will lose to so many decks that will kill you b4 turn 5, when you can play your enchantment. The Arbors would help chump block, but still, one good naturalize or a bunch of burn spells and youre toast. Its such a trolly deck, but a stubborn opponent will eventually win if they dont concede and force you to draw your library down to 0 and win. If they go first (which you should want so you can start drawing and playing forests to cast LitW) and make you draw first, you will run out of cards first.
Whats with the thumb?
Ok for spells, you look fine with the mandatory 4 moonmists and game-winning 3 Triumphs. However, IMO, there are better options than Shock and Prey Upon. Beast Within is a great removal spell. It takes care of anything, from Lord Sorin to a Birthing Pod. Ive even used it to pop one of my own lands when i suddenly got lands every turn and they had wiped out my wolves. Prey Upon is great for its price, but Beast Within has more versatility. In parallel, you need something to deal with the 3/3 creatures they get as compensation. Again, Shock is great for its price, but i really like Brimstone Volley. It gets rid of the annoying Beast, and it can also deal a serious 5 damage to your opponent (cuz youre running Rangers it shouldnt be hard to turn on morbid). For your sideboard, it really depends on who you play against. I highly recommend Ancient Grudge, NIhil Spellbomb (undying/gravecrawler can be a pain, but a well-timed bomb can solve it), and Corrosive Gale (when hitting one spirit with the Ranger just isnt enough). I run 3 of each of these, swapping them in for Beast Within/Brimstone Volley/Prey Upon/Shock depending on my removal needs. The final 6 slots are really up to you. You need to find solutions to decks that cause your deck problems. Have trouble with infect? Throw in a few Melira. Board wipes? some more Full Moon's. B/W Tokes? Ratchet Bomb (but be careful with it you might accidentally wipe out your own transformed wolves). I hope this helps. I dont want to morph this into another one of my decks, so please dont just mindlessly follow my advice. its a great deck, but its your brainchild.
The combo is fantastic, but you need some more game winners. Having infinite life doesnt kill them. Ajani is kinda needed here. the Ascendent and Divinity are great finishers, but an infinitely large creature falling on top of you is terrifying. Felidar Soverign. Do infinite life, plonk him down, you win. Chalice of Life. With all the life gain (without the combo) it wont be hard to get up 10 life, then its as simple as tap, transform, and but them on the clock. Hope this helps. Its a great combo, but it usually stalls if it doesnt get its pieces. This tho looks like it can pull it off.
How is it infinite?
Wolfbitten's ability is better than you think. Those times where you dont get Moonmist or Triumph, dumping your mana into Wolfbitten or Wolf Run is better than just sitting on your mana to get your wolves to transform. Think about it: T1: Forest, Wolfbitten. T2: Land, Pump Wolfbitten, swing for 3. Next upkeep, get a Killer. Turn 3: Mountain, Immerwolf, swing for 3 again. The Outlaw is an awesome lord, but only transfromed, where Instigator Gang gives you a better battle cry however he is. I love both, but the Pack wins games more than the Terror. I see your point about the Ranger. I only play casually, and my friends dont run many flyers, so i leave him out. Personally, this is what i would do: -3 shamans (shes a vanilla 3/2 for 4 on her human side. the werewolf ability is cool, but not good enough IMO to compensate) -3 Villagers (this deck has such a low CMC, you dont need the extra mana), +3 Instigator Gang +3 Wolfbitten Captives.
Wow, you raise a good point. Triumph of the Hordes might be considered a dirty, underhanded trick, but thats such a good idea! Especially if theyre in werewolf mode, that would make them unstoppable:) With your actual wolves, i would pull out the rangers, shamans, villagers for Instigator Gangs, Wolfbitten Captives, and Beast Withins. This is my deck: Deck link: http://www.mtgvault.com/ViewDeck.aspx?DeckID=299799. Check it out for my numbers of my wolves. Im definitely throwing in a few Triumphs for an awesome win condition.
no theres a card called increasing vengence. it copies an instant or sorcery once, then if you play it from your graveyard it copies an instant or sorcery twice. Throw in some Secrets of the Dead for the Think Twices. The think twices only give you a 1 card advantage, the first time being a catrap the second costing way more mana than a single draw should be. Secrets lets you get a boatload of cards as its for every single flashback card you use. Personally: -4 Think Twice, -2 Test Subjects (you dont need the creatures with burning vengeance), +3 Secrets of the Dead, +1 Burning Vengeance (if you get 2 of the enchantment down its practically game), +2 Increasing Vengeance.
I have a mono-white eldrazi deck (Deck link: http://www.mtgvault.com/ViewDeck.aspx?DeckID=199328) and it works great but the two cards that really make it work are the 4 Everflowing Chalices (for bucketloads of mana) and 4 explorer's map. The map is a fantastic card cuz it lets you find any land you need. The first time you use one go get an eye, then get temples.
gatherer is right. they went on a big subtype spree a few years ago.
You want something to keep you going late game? Chandra's great and all but CURSE OF BLOODLETTING!!!!!! For when goblin grenade's 5 damage isnt good enough, how about a finishing 10? Its a fantastic red card, and it doesnt affect your goblin count. I would dump the elders and the a shrine for 3 curses. Hellrider is a great hastey creature, especially with curse. Turn one arsonist, t2 wardriver (2 damage total), t3 cheiften (12 damage total), t4 hellrider (31 total damage and game), t5 curse (if needed, to finish).
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