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This deck was made as part of the Obscure Card Challange:http://www.mtgvault.com/puschkin/decks/obscure-card-challenge-occ/The challange was to make a Personal Incarnation deck. Well, this card is heavily outdated and has a serious drawback, so I thought it would be best to reverse it's use: I don't use it's ability to help it staying alive, I use it to reduce my life to exactly one and then win the game with Near-Death Experience.Many interlocking combos and synergies:* Personal Incarnation + Blasphemous Act:If you have 9 or less life, you redirect enough damage to yourself that you go down to 2. After that the Incarantion dies and you are at 1 life.If you have 10-14 life you redirect as much damage as needed to go exactly to 1 life and the Incarnation lives.If you have 15+ you probably don't need to "go off" yet but could still pull it off if you have lands that damage you.* Academy Rector and/or Mogg Fanatic + Blasphemous Act:Rector fetches Near-Death Experience, obviously, while Mogg Fanatic deals 13 damage to the opponent. * Personal Incarnation or Academy Rector + Fling:Again a way to get NDE into play or to half your life at instand speed. Flinging Personal Incarnation also deals 6 damage - keep that in mind since Blasphemous Act + Mogg Fanatic deals another 13.* Soulgorger Orgg + Near-Death Experience:A combo on it's own that just wins the game.* Souldgorger Orgg + Fling:If you played the Orgg but the opponent deals lethal damage to you before your next upkeep where you would win via NDE, then you can Fling the Orgg in response to the incoming damage. You will get your life back before the damage hits.* Angel's Grace or Thief of Misfortune + the rest of the deck:Both keep you alive once you are down to 1 life.
You have more than one way to go down to 1 life (and the opponent will help). But don't focus too much on the Near-Death-Experience win. Blasphemous Act + Mogg Maniac deals 13 damage, flinging an Incarnation or Orgg deals another 6. Both Incarnation and Orgg can swing for 6 (and the Orgg tramples) and Mogg Fanatics will also deal damage if blocked or blocking. So keep in mind that a win via damage is entirely possible and viable.You run 8 lands that can damage you. Use that to your advantage but use it wisely. Same is true for Mana Crypt - only play it if you can churn out your various combo pieces. Don't play it if you haven't got any complete combo in your hand.
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Welcome to our group, the "Fortune Thieves"! You are unsure of your life? You don't really know who you are? You are lacking the Angel's Grace you once had? You want a strong ego that manifests physically?We here at Mana Crypt studios developed a method where a professional Soulgorger Orgg flings you through a Near-Death Experience in order to summon a Personal Incarnation of yours! You call this a Blasphemous Act? Well, we call this a Self-Awareness Trip!If you call our Academy Rector and sign up* now then you will get a Boros Signet for free**! * We do not accept applications from Mogg Maniacs anymore!** While stock lasts. Might be replaced with Sol Rings.
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Ali from Cairo...expensive, but fits the theme. Angel's Grace, a very nifty card.
I have Fortune Thief instead of Ali because of the budget crowd.
Ahh...it is amazing how much more expensive a card is because it is one mana cheaper!!!But the morph could be used, i guess.Anther +1 from me!
The reason is mainly "because Ali is an Arabian Nights card". Rarity being the issue here. I mean, compare Juzam Djinn and Phyrexian Scuta - virtually the same card, each being slightly better in different situations, but the difference in price is exorbitant. And in case you haven't checked it out yet, Arabian Nights has a basic Mountain as the only basic land of the set (they forgot to remove it). Now look how much it is worth - just because it has that Scimitar expansion symbol.
a version of this with darien, king of kejldor might be interesting
That would be an entirely different deck I suppose. For example, in that deck I would include lifegain to keep on going and it would certainly not run Blasphemous Act ect.
Made the Darien version as well:http://www.mtgvault.com/puschkin/decks/occ-the-darien-crusades/
Nice! I got to see what other effects you use!
Clever idea Puschkin, and an extremely creative advertisement.I already thought of Kjeldor ... perhaps I will make a deck after that.
You were right to direct me here, this deck is hilarious and I love how unorthodox it is, yet how well everything synergises with NDE. The only thing I would change is removing Mog Maniac. I understand what he does with Blasphemous act (basically what my BA deck does), but he doesn't gel with the rest of the deck at all. I would rather replace him with card draw or tutors in order to ensure you get the cards you need in order to set off your alternate win con.There are, of course, many cards that allow you to pay life for beneficial effects that I could suggest for this deck, but I think as it is the controlled descent of your life points is pretty efficient. Instead perhaps consider some red or white targeted creature/permanent removal. You can never really go wrong with a swords to plowshares. You could also have targeted damage, which would give you options for creature removal and options for damaging yourself.
Well, the Mogg Maniac is a good distractor. I play exclusively multiplayer (pentagram, 2vs2, french emperor) and the Maniac discourages players attacking me. Sure, I could add tutors and/or card draw instead but then the deck would become even more comboriffic. I usually play in a group of regulars that know each other for 15+ years. We know each other's decks after a while. Decks that run too straight get picked on first. It's a political thing.About removal/direct damage: I would like to add Orim's Thunder but what to cut to make room for it?
You can't argue with meta and player familiarity, and Maniac is pretty good discouragement against aggro.What to remove? I would say Fling for two reasons.Firstly, this isn't a direct damage deck, and both Fling and Orim's deals with creatures, but Fling doubles as direct damage, whereas Orim's doubles with enchantment removal. You don't need direct damage, you need your win con, thus Orim's utility trumps Fling.Secondly, out of all of the creatures in this deck, Fling only has Personal Incarnation and Soulgrogger Org as real viable targets to be flung. Soulgrogger Org shouldn't even be considered as a viable target for Fling, because it is basically your instant win con and should be kept in your hand until you have both it and NDE. That leaves four copies of Personal Incarnation as potential targets for fling. Considering how useful Personal Incarnation can be as a defensive card that allows you to execute your win con, it isn't a great fling target either.If you want to experiment to see how it plays, try two flings and two Orim's, then see which one you would rather play in most situations if you have both available.
I cam eto the same conclusion as you regarding Fling - it's the weakest spot of the deck but I won't cut it entirely since flinging the Orgg might be necessary to save my ass (when I am at one life and someone bolts me, I can fling the Orgg in response to get my life back). However, those Angel's Grace might not be worth adding a ful playset of. I guess a mix of these three is the best.
This. Yes. Always fun to be had with NDE. I personally like the Orim's Thunder, nice to have a response to someone blasting your NDE, especially since you know it'll happen at least once. I would recommend Worship, but then again that's counterintuitive to your BA section of the deck. So with that said, kudos. I can't imagine making any recommendations that wouldn't completely alter the playstyle.