I still don't understand how you two can think this is a slow deck. Seriously. It keeps the table picked clean and can drop Phage on TURN 5! What's slow about that? Does it need power 9!?
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LOL how can it be slow, over half of the deck are first three turn drops. Plus mana accel, plus card advantage..
Skullclamp is banned for a good reason. This is a casual play deck. Decks need a healthy balance of good synergy and creativity. If the combo is too powerful or unstoppable, the gimmick will lose its novelty and you won't have anyone left to play it against after long. That's why first turn kill decks are no good. You can stuff your deck full of black lotuses and moxen, but it makes play lose its fun if you just win right away all the time.
I've been thinking about the Pacts, and bumping it to four looks like a good option!
I can see where you might run into mana problems. The pain lands should serve pretty well though. I'm sure you'll have plenty more options to work with when the new core set comes out and with A:Reborn. Terminate, for one!
Lord Cinderroe- Thank you!! jahalmighty- Thank you, and it does have two D tutors!!
mtglord- Who said I was building legal? MarcinLooter- Awesome suggestion! I might just try it. The Coffers have proven extremely useful, since the card advantage means a steady stream of swamps, dropping consistently one per turn. I usually have an abundance of them in my hand as I can get through most of the deck by turn 12. As well, they start becoming advantageous with just five swamps in play. Priest of Gix is a great idea.