I know this is meant to be White Weenies, but use some more red in this deck and make it human themed, then adding a Shrine to Nyx will keep you very mana fixed especially with Boros Reckoner
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I had offered advice earlier in the comments, I said that this deck didn't have enough demons, imo to run Shadowborns without a large stock of demons just to have a bunch of sac outlets or triggers when something dies, but to theme it it out with demons and still keep the sac outlet theme, makes it more fun to build
why did my link get so many down votes?
The best thing I've learned about EDH, if the legality thing on the side says legal in Legacy, your not doing it right
http://www.mtgvault.com/rickell/decks/modern-mill/
i think what mmmjkx2 is getting at is if you go to fling it, they will Doom Blade/Go for the Throat/Murder/Terminate in response, especially after loosing a few games to this trick, but if you have enough mana, and a second fling in response to their doom blade effect, you can fling it again
I second the Dying Wish, if you take the Amulet suggestion, or even just the part of maxing out the gates, you will have no shortage of Black mana, and then in the event they stop the damage from Fling, Dying Wish serves as a good back up, and in best case a great overkill.
BEST CASE SCENARIO: you would play a turn one Amulet of Vigor, play a second vigor turn 2 if you were lucky enough to draw one, or in a couple turns, so with a guildgate, you play it on turn two after you in theory played your second vigor, when the guildgate enters tapped, both the vigors trigger and you put the triggers on the stack, when the first trigger resolves and untaps the land, while the second ability goes to resolve, in response to its effect you tap the guildgate for its mana, then no other responses happen, the second vigor resolves and untaps the land. To make this scenario even better, the Ravnica Karoo lands are huge bonus because when they are done tapping you have 4 mana in the pool on turn 2.USUAL SCENARIO:What usually happens for me is I play a land and a dork on turn 1, a second land and the first vigor on turn 2, another land or another dork turn 3, a second vigor and a karoo land turn 4 and thats seven mana so if you happen to have anything in your hand, dump it now. because if you get no land drop on turn 5, you only have 5 mana at your disposal.
"If you control more than one Amulet of Vigor, each Amulet's ability triggers when a permanent enters the battlefield tapped and under your control. The first ability that resolves will untap that permanent. If the permanent somehow becomes tapped again before the next ability resolves, the next ability will untap it as well (and so on)." from the gatherer
^ hate to burst your bubble, but level 2 judge ruled that they would do that at Grand Prix Toronto
If you want help with mana fixing, and its cheap, max out your Golgari and Rakdos Guildgates and add Gruul Guildgates, add a couple of the Karoo lands from original Ravnica block, then throw in Amulet of Vigor, it makes all your lands enter untapped and if you have two Vigors in play you can tap them twice for mana (first vigor untaps it, in response to the untap, tap it for mana, then because second vigor is on the stack it will untap the land again)
ok, then it that case this is perfect, kitchen table magic is always fun
Great for around the kitchen table, not so good for a legacy tournament, still a really awesome deck :)
Lunchbox, I had a pretty good test run with this deck today, so its not that bad
It will jack up the cost of the deck, but perhaps add this change up in the lands:4x Watery Grave4xUnderground River4xDrowned Catacombs2x City of Brass2x Creeping Tar PitThe reason I say that is to Mulligan until you have treasure hunt, you might be low on the blue mana, so dual lands will help with that, even a guildgate is cool if you want to keep the cost cheap, Underground River isn't to much it has seen many reprints and same goes with Drowned Catacombs. Drop the contested War Zone, it doesn't do enough for the deck.Add these:1x Treasure Hunt1x Zombie Infestation 2x Diregraf Captain/ Blood ArtistI'd up the count of Treasure Hunt to 4 to be on the safe side, and up the Zombie Infestation count to 3, just so you have a closer to even percentage of hitting it when you go off on your first Treasure Hunt. Though Diregraf Captain doesn't appear to help much with the deck, if you get hit with a Wrath effect, he gives your zombies that little bit of extra damage per zombie killed, and gives all Zombies +1/+1 which seems to be the only point of Contested Warzone, it also puts them out of Pyroclasm range. A Blood Artist does the same thing without the buff.
Nauseum not a card, which card do you mean?
This deck doesn't hurt to pyroclasm, you discard everything at the end of their turn so that coming into your turn you have a bunch of creatures ready to swing and they can't Pyro you. Every deck is horribly vulnerable to Counterspells and target discard, even fast aggro decks and combo elves is vulnerable to targeted discard. Storm sucks shit and is easily beat consistently because it relies to much on luck of the draw to be able to combo off, and the only deck that can really race Infect is Tron so that argument is invalid as almost any combo deck will lose to Infect.Contested War Zone probably serves no purpose here, that much is true :)
Unforseen, many legacy players would probably say that you didn't bring a deck to the battlefield because they've killed you before you even got to draw... and they can do this when you're playing first...
i think you might want to drop a Drift for another Gatecreeper, the 4th Gatecreeper adds another filter to the deck and lowers your mana curve if you want to be more likely to trigger axebane
I think is a really great start, great for FNM and if it can be made consistent, it can be a perfect deck to finish with a positive record at PTQ, but it can't get better unless people don't knock it and actually contribute ideas for good cards :)
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