I think you missed the sarcasim in my post. Oh well.
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You also need a way to deal with threats on the board, but green has a difficult time doing this. Maybe use acidic slime or mold shambler in the sideboard at least.
I really like this deck. I think its great except for the piper. he will not do His job against a good opponent. nuff said. I would take him out and replace him with 3 awakening zones. Not only can they accel your mana base for the eldrazi but they can feed the monument so you don't have to sacrifice creatures.
Take out two plains and two swamps, theres plenty of ramp, and that will get you to 60 cards. Good luck buying this deck. i wish you more luck in finding someone that will compete against this (very illegal and broken) deck.
I meant to say get rid of the Greenweaver Druids in the first sentence. So the final result should include -4 Greenweaver Druid That will get you to 60 cards.
Get rid of the dreamweavers and add two more land (raging ravine would be usefull with all this land) and two more Oracle of Mul Daya. the Oracles will pump the extra land into play. remove the fireballs for better burn. You do not need 8 Xdamga burn spells. Better options include Searing blaze and Burst lightning. Burst lightning is really good with all of this mana ramp. The last thing I would do is get rid of the Arbor elves or lanawar elves in favor of the new card Jorga Treespeaker. It is a much better ramper and it refunds the mana you use for its first level up. There is no need to level him up more than once to get good use out of him. So my end result would look like this: -4 Arbor elves -4 Fireballs +4 Jorga Treespeakers +2 Searing Blaze +2 Burts Lightning +2 Oracle of Mul Dayas +2 Raging ravine Good Luck
Try Bojuka Bog ic combination with Gravestorm. It should give you massive card advantage.
I like it. I never really thought to dedicate the deck around protecting the Pipers. The only problem is that it relies to heavily on the Pipers to run properly. I don't doubt that you can keep them alive. I just doubt that your going to draw one every game. I was drawing sample hands and I only drew one about every three hands and thats counting the first 4 draws to give me a chance to get one by turn 4.
I wouldn't get rid of the Dragonskulls or the Rootbounds. I would just remove more basic lands. It should look something like this: 4 Eldrazi Temples 2 Eye of Ugin 2 Rootbound Craig 2 Dragonskull Summit 6 Forest 4 Mountain 4 Swamp After play testing the deck a little, you can adjust this to your needs, but as a model it should work well. You could take out an Eye for one more basic of whatever color you need. They are legendary so only one can be on the battlefield at a time.
Yes, You would get everything that they control. Except for the lands.
I like this deck. Just get it down to size. Take out the Mind rot and the Mind Shatters. the Blightings and duress's are good enough especially with the nulls and the specters. and take out one slavering nulls. That will get you to 60 cards.
I realize that these are all cards that you own, but to truely make it better you need to invest a little. For a deck with this many Eldrazi, 4 Eldrazi Temples and 2 Eye of Ugins are a must. Cheaper cards you can add Include: Skittering invasion, Explore, and Rise from the grave. I would replace Gravity Well with Eldrazi Monument if you can afford it. If your creatures can fly, it doesn't matter weather theirs can or not.
You need a little control in here to be able to survive. I like path to exile, Oblivion ring, Deprive, Cancel, and any spell with a similar effect. You will have trouble if you have no answers to your opponents cards.
If you want to focus on the megrims and your not worried about the deck being standard, I would add recoils. These work great with megrim because it forces cards into their hand to then discard. A well timed recoil with a megrim in play basically reads " destroy target permanent it can't be regenerated. its controller loses 2 life". If you like that, you would also like warpped devotion combined with any bounce spell such as boomerang or into the roil.
To discard a card it must be in your hand. Milling from the deck does not count towards Megrims ability.
Heres a leveler deck I came up with that I think you'll like. It could be optimised a little better but I think it will play nicely for the Price. Most of the cards in this deck are fairly cheap. It kinda plays as this deck would only with a more noticable style. you can replace the deprives with cancels if you prefer. I just like that these cost one less and have an added bonus when you return the halimar depths to your hand. http://www.mtgvault.com/ViewDeck.aspx?DeckID=67299
Where is Vampire Noct hiding?
I would love to challenge you against this deck. This reminds me of vampires. As a matter a fact. I think you would be better off just running Vamps. Take out the APs and the FMs and add Vamp Noct and Vamp nighthawks and your almost there. Swap bone splinters for feast of blood.
Personally I would take out the crab n a deck like this. I don't think its a bad card but it doesnt fit in a ally mill deck. You'll have way better results if you replace the 4 crabs with 4 Rit of replications. I have an ally mill deck and trust me it works. You'll be amazed at what a RoR can do in an ally deck.
And definately use the fetches as soon as you get them they make vamps way better. You could even use generic fetches for now, such as teramorpic expanse.
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