I feel like Journey to Nowhere and Ethereal Armor are a must for this deck. I would swap out Executioner's Swing and some of your mono-white, "Can't Attack or Block" enchantments to satisfy this. You should still have plenty of multicolored spells to satisfy Nightsky mimic's triggered ability. It's fun to be able to make Nip Gwyllion a 10/10 lifelink on turn 3.
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I used to be a huge fan of splashing black and playing Unearth on Ball Lightning. It's kind of fun to re-cast for 1 black. It's also really fun to recast Vexing Devil especially after your opponent takes 4 to kill it.
Uncle Istvan won't work with Pariah because damage only applies to creatures. Just use creatures like Drudge Skeletons and regenerate them whenever dealt lethal.
No Land Grants?
Check out some primers on a deck types called "Pox" or "8-Rack". Kind of the direction you're going.
No. You are thinking of Torture Wheel and/or the Rack. Torture Wheel and Iron Maiden were Urza block reprints of The Rack and Black Vise, respectively.
Black Vise is legal in Legacy these days. It doesn't sound as heavy metal band as Iron Maiden, though.
Mana Dump Burn (aka Fireball, as this was the deck is based around) is an obsolete deck-type from the 90's. It's too grindy for competitive play, but it's probably fun to deal lethal damage in one turn with Blaze.
You're confusing "hitting combo" with "win condition". You can play Midnight Guard turn 3, and Presence of the Gond on turn 4. You can hit combo turn 4 and make infinite tokens. You don't win until you can attack with these token creatures, which takes you to turn 5 combat phase.
Maybe some ramp and cards like commune with the gods? Your shortest win condition is turn 5.
Bloodmoon.
You can't use Braid of fire to cast sorceries, as your mana pool empties between the upkeep (where you can't cast sorceries) to the main phase (where you can). Consider simian spirit guide, and perhaps consider doing this combo in legacy format.
I'd go just basics. If you swap for islands and forests, you'll have 16 lands which can produce Green Mana, 15 lands that can produce Blue Mana, and 8 lands which can do both. You should be able to hit your 2-drop creatures without a problem. This deck has enough creatures with high mana casts that land draws aren't as critical. If anything, cut down on lands and add 1-2 counterspells.
You could probably dump the slow lands. I think Botanical Sanctum and Unclaimed Territory make up for color flexibility.
I know. I get the impression the infinite tokens is really the only goal of this deck. If this is the goal, first come up with the conditions needed to make infinite tokens and work backwards. I figured W/G was arbitrarily chosen simply because these colors are popular for token decks.
You'll need either infinite mana or infinite triggers. Vizier of Remedies + Devoted Druid + Secure the Wastes would do the trick. Mirror Sheen + Pyretic/Desperate Ritual + Young Pyromancer works tooIf there's no restrictions. Go around the combo: Izzet Guildmage + Frantic Search + Young Pyromancer. If you have an izzet boilerworks in play, this double dips as both infinite mana and infinite triggers.
They're creature spells. Oops all spells relies on no lands to create a combo with Undercity Informer or Balustrade Spy.
If you're running cantrips, consider creatures with Prowess (or similar ability) and/or creatures like Cryptic Serpent. You're really banking on Rise from the Tides in this deck.
Turn to Frog, Ovinize, Gift of Tusks, Humble, etc. would cause tree of Perdition to lose its ability. My first instinct was to check the ruling on twisted image, but that appears to be a no-go without adding to the combo.
lol. That'll do it.
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