I agree with zombieman, and would also like to add that Basalisk Collar does absolutely NOTHING for you in this deck. If anything, it slows you down, contradicts wurmcoil engine, and really isn't a great card without something like cunning sparkmage. Also, take the obstinate baloths out of the sideboard. That card is just a bad mainboard and sideboard card now that blightning is not in type two.
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Take out the blademasters and the umara raptors, and put in Jwari Shapeshifters and Clones. You'll be milling MUCH faster that way.
I see absolutely no point in Marsh Flats or Verdant Catacombs when you're running only black. Just replace them with swamps and you'll look a lot less like a fool, to be honest.
The combo assumes you have 3 quest counters on Bloodchief Ascension, but nonetheless this is pretty cool. Though it does look like a good deck would have you defeated before you could get those quest counters on it. Early removal spells could get rid of your unblockable creature(s) (which you have too few of in the deck), rendering you without a win-condition.
Persianmagic =)
What's the point of Vampire's Bite when all your creatures already HAVE lifelink? It's not a great card if you're not going to put it's kicker to good use.
So you put in 3 Uril, the Miststalkers, and you don't have any auras in the deck? lol
You're gonna want to be playing Allies every turn to reap their benefits, and 20 lands just aren't gonna cut it, especially when you're running 3 colors. I'd toss a couple of the really useless allies like Makindi Shieldmate and put in a few Vivid lands or Ancient Ziggurats. Check out my red/white/black ally deck to get an idea of some other things you could do to make it versatile. Personally, I've side-boarded Coat of Arms only for multi-player games, since with allies you will end the game long before you can really benefit from coat of arms (and the turn you play coat of arms, you cant play an ally, so it's kind of a loss).
Too many singles. Try to narrow it down to some of your favorite merfolk or flyers and put in a few copies of each.
Seems extremely slow. Any decent deck would be wiping the floor with this deck by the time you could get any of your big creatures out. Control decks or a single removal spell on one of your larger creatures (when they're finally out) and you're done for.
Hurkyl's Recall is there so that when played while Mycosynth Lattice is out, he can return basically every permanent his opponent has out to his opponent's hand. This includes all his creatures, enchantments, artifacts, and most importantly, his opponent's LANDS. The combo is a complete shutdown, though he probably won't be able to get it out until later in the game. I think it works really well. Chilly282, what i think you missed with his deck concept is that he uses all those 0 drops (he's got at least 12 in the deck, not counting the 4 artifact lands he has) to reap the benefits of affinity for artifacts. This DOES deal with the mana issues artifact decks normally run into, and he would be stupid to go out and buy something as expensive as Black Lotus (like you suggested to him).
Nice deck. I'd replace Urborg Volcano with Akoum Refuge from Zendikar. Same effect exactly only you gain one life when it comes into play tapped.
Umm...you plan to cascade Polymorph out with only two Enlisted Wurms (which is the only cascade card here that can do that)? A good deck would probably take you out before you could get your beefy creatures out. Too slow.
*they're
Umm...Sometimes people put singles or doubles in their deck not because their noobs or they don't know what they're doing, but sometimes they are either fitting a budget or going with the cards they own. If something as juvenile as people putting less than 4 copies of a card in their deck is annoying you, then you truly ARE a broken record.
What kind of budget deck has two Honor of the Pure's (*cough*pricy*cough*)? Other than that, fantastic deck. +1
You realize the reason such a deck hasn't been done is because it simply will not function, right? You can only play ONE LAND per turn, whereas you can play as many spells as you can afford (mana-wise) during your turn. You are limiting yourself with this deck.
That is a FANTASTIC plan. Just one question for you: How do you plan on playing ANYTHING in this deck without sources of mana? *cough* lands *cough*
I'm going to say this before someone else does...You have WAY too many singles in this deck. Find a few that you like and get multiple copies (up to 4) of it. The deck looks pretty good, but i'd consider more spells/enchantment cards as this deck is too focused on creatures. Possibly some mana excel spells might help (rampant growth, wild growth, etc) as you have some large creatures and only 20 land cards...
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