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The Quest is the best. Please I need advise for this deck of mine.
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Cool deck. I think you should take out the Bloodchief Ascension, because it's not that great and it would bring you down to sixty cards. You might also want to take out Rise from the Grave and replace it with another one of your discard or removal spells. I like it, nice work.
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Massacre Wurm and Bloodchief Ascension are both good ideas for a Discard Deck. The Wurm acts not only as offense/defense, but certainly can help clear the field of small creatures. Bloodchief Ascension is also a great effect, especially in combo with Sign in Blood, Liliana's Caress, and Quest for Nihil Stone. I'd recommend adding another one if possible, as 2 should be effective. Liliana's Caress is an interesting card, as it seems appealing due to its combination with the concept of discard. In reality though, I've found that it often seems to simply be a waste of space in a deck. By the time you play it, your opponent will hopefully have already discarded 2-3 cards in their hand. Besides that, your opponent will be playing as many cards as possible to avoid your discard effects, and therefore, you'll be lucky if you can savor 6 damage from it, rarely more than that. So, maybe running three is a bit too much. Perhaps running 1 and 2 Liliana Vess might be more efficient. I used to run 4 Quest for the Nihil Stones, as it is a great card for discard. However, I've discovered it's not required for victory and you'll typically only be able to have one run well at a time. If you're running two on the field, you're likely winning as a result of other cards, not because you have two out. Perhaps running only 2 Nihil Stones might be better? Perhaps 1 less Liliana Specter might be 'safer', as once your opponent is rid of their hand, they're not useful in combatting large creatures. Have you thought of Bloodhusk Ritualist and Gatekeeper? Bloodhusk is useful due to its multikicker ability, allowing you to drop it for 3 and pay an additional 1 mana to force an opponent to discard a number of cards. It's great because in terms of drawing it, it's essentially a creature and spell combined into one card. Gatekeeper is useful as a low cost creature with a kicker ability that allows you to have them sacrifice a creature. On the topic of destroying their creatures, you could possibly add more cards such as Doom Blade, Go for the Throat, Grasp of Darkness, and Quag Sickness. The ability to finish your opponent's hand and then rid them of any potential threat typically results in a win. For Go For the Throat and Doom Blade, it might be best to run 4 of Each, but keep one set in a sideboard. For instance, if you know your opponent is playing artifacts, you can remove 4 Go for the Throats and add the Doom blades. If your opponent is playing Black cards, just switch for the appropriate spells. Morbid Plunder, Black Sun's Zenith, Gruesome Encore, Mire's Toll, and Rise from the Grave seem rather inefficient. Ultimately, if you focus on the process of discard first, your creatures will be less likely to die. Furthermore, after using your first few turns to use discard spells/creatures, hopefully your larger creatures will get drawn and will be ready to play once the field is safe. Therefore, there is little need to worry about returning them from your graveyard. In replacement, you could think about adding more cards such as Duress and Horrifying Revelation, and possibly another Sign in Blood. Well, those are just suggestions, hopefully it has some use.
Thanks for the comments ,but why not use Mire's Toll? It is better then Duress.
Indeed, it seems better due to the fact that you have the potential to discard a card of your choice. However, in reality, your opponent only has to show you cards equal to the number of swamps you have. Since this card only costs 1 Black Mana, it is very likely you'll find yourself able to play it on your first few turns. Obviously, if you did this on the first 3 turns, your opponent will only have to show a maximum of 3 cards. Not only will they still have a large hand because it's the beginning of the game, but now they have the option of which cards to reveal. This means, they can easily just show you land or poor cards. Certainly you can discard a card, but you lack the potential to see their entire hand or choose from their entire hand. In this sense, you'd have to wait until turn 5 to use this card, and at that point your opponent should already be low enough on cards that a mind rot or Liliana Specter will be just as effective, if not more. Simply noted, at that point in the game, you cannot really afford to waste mana on smaller spells. I agree, Mire's Toll has many components that are better than Duress. The ability to reveal and select any card is grand. Yet, Duress, along with Inquistion of Kozilek, are two low-cost discard spells that are always great to start the game with. Focusing simply on Duress, on your first turn you have the ability to see their entire hand. This will allow you to get a sense of their battle plan, as well as make a mental note of what is left in their hand as the turns proceed onward. Next, you can discard any non-creature/non-land. This doesn't seem too great, but often if you focus on Planeswalkers, Enchantments, Low-cost counters and spells; it can cripple their early game presence. Basically, spells such as Duress and Kozilek are great for finding out what your opponent has in store for the first few turns, as well as discarding anything that they can play within their first few moves. Think of it this way, if you begin looking at their hand and discarding chosen cards on your first few moves, you can figure out how to dismantle their biggest early-game threats. Once this is done, your opponent will be left with little to play during their turn, allowing you more time to draw cards, play mana, and extinguish anything you couldn't discard early game by using Mind Rot and your creatures. I see where you're going with Mire's Toll, and the ability to discard a card at your choice for only 1 Black mana is great. I certainly know there are ocassions where such a card could prove useful. Still, if you're playing discard effectively, by the time you have enough swamps to view their entire hand, they're probably only down to 1-3 cards, making them just as vulnerable to your more powerful discard spells. I find that if you chose to discard their low-cost spells to start, and leave their larger/threatening creatures in their hand, they'll have nothing to do but wait for the appropriate mana. Before they can get that mana, it's more likely that you'll be able to continue spending your own mana to devour their hand. Even if they play their creature, you'll probably have a kill-spell ready. On top of this, they'd have to play mana each turn to get ready to summon a large spell, which will continue to narrow down their hand. As you have it, with 2 Mire's Toll, I suppose it's fine to leave it there. If you had 4, it might be problematic, but with 2 I'm sure you could learn to use them effectively. I'd still suggest increasing the amount of Duress, just by 1-2. Those early game discard spells work wonders, but in testing you'd just need to make sure you don't add too many. 3 Kozilek, 2 Duress, 2 Mire's Toll should be fine. Keep testing Mire's Toll, find out if it works for you. What I stated is just my opinion brought about from experience, there's not exact way about going about it.
Hey saw your discard deck, i actually have something similar. I like using The Rack over Quest for the Nihil. With all the discarding going on, I find this does more damage to an opponent than trying to get the counters on quest for the nihil and pinning them at zero cards in their hand.
also replace mind rot with hymn to tourach and the massacre wurm doesn't really fit the deck theme at all. Food for thought.