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Black rapid mana accel, mass sacrifice, life gain AND card advantage... yippee. Combos: Cathodion + Skullclamp + Soldevi Adnate = 2 cards + 3BBB mana Skullclamp + anything = 2 cards + generally some sacrifice around the board.
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Priest of gix would work pretty awesome in this deck. And cabal coffers are pretty useless when you've got only 17 swamps
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um i belive skull clamps are illegal
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.
I got nothing bad to say. Just a lot of good. So I gave you two thumbs up.
who cares about legality, deck is sick, maybe a demonic tutor or two to assemble it all. beyond that looks fun and powerful. comment on my grixis beatdown control deck, http://www.mtgvault.com/ViewDeck.aspx?DeckID=16874
Lord Cinderroe- Thank you!! jahalmighty- Thank you, and it does have two D tutors!!
looks like you're doing a fair amount of creature removal on your side of the board, maybe up the grave pacts to a full 4? and if you want kind of ridiculous removal alongside grave pact, think about bone splinters. With pact out, one mana says your opponent loses two creatures, and you get to pick one just a thought as for legality, this deck's legal....in legacy XD
no, wait, i take it back, vintage
I've been thinking about the Pacts, and bumping it to four looks like a good option!
the reason i care about legality is because its there for a purpose. one excelent example of that is a deck i titled no turn kill. its on the forums (theres a link in the botom right-hand corner). and no its not legal even in vintage becuase of the skull clamps which i belive are legal in all play formats.
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.
its an interesting deck. it seems a bit slow for vintage though
LOL how can it be slow, over half of the deck are first three turn drops. Plus mana accel, plus card advantage..
i agree with hark, it also lacks the cheep control that is usualy part of vintage. in vintage the main objective is to win but more so to keep your opponent from winning before you get to play your combos.
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!?