He definitely has short-term mana advantages, and the lifelink-granting is pretty cool.The flaw I see is that (a) in the LONG term, he costs more mana than Sanguine Blood, and more importantly to this deck, (b) he can't be fetched with an Enlightened Tutor, which means I'd need to bump the number of them up by 1-2 ... and reduce something else by that amount. (If I do that, it'll likely be Archer's Parapet.)Popped into the sideboard regardless, so I can ponder the idea. Thanks!
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.... this is a sufficiently fun (and twisted!) concept, I've decided to try my own, different take on it. Let me know what you think:http://www.mtgvault.com/seanl/decks/opposite-day/
Yeah, I went and checked on Gatherer before I posted that, to make sure I wasn't going to be talking out of my ass. :)
I don't realise "is a ___ in addition" land effects also gave the mana generation ability. Interesting. :)
Oh, that's just EVIL ... I like it!!!
I found it while building a "heal other people" deck, as a concept for playing in Emperor games: sit in the middle, keep your generals alive, let them do the heavy lifting of putting the hurt on the other team. :)And having looked at Urborg-town-of more closely ... that doesn't make any mana? Erm, that would seem to put you a bit underweight for mana generation. I'd suggest replacing the Rains and the Urborgs, all four cards, with Hunter's Feast. More healing for you, more Tainted Remedy pain for them, it's all good ... yes? :D
Fun concept!! Consider adding this to your sideboard, so you can "shift gears" slightly for a multiplayer format:[Hunter's Feast] ... {3G}, "Any number of target players each gain 6 life"; (M11)You might, _might_, even want to just go ahead and replace [Refreshing Rain] with this one. Aside from the conditional "free cast" bit, they have the same mana requirements, the same life gain potential, and it will hit ALL your opponents simultaneously. Oh, and, fringe benefit, you can heal yourself at the same time. :)
Also, there are plenty of folks (like myself) that walked away from the game for several years, and are only now returning to it again. So what might be an old idea to most, is sometimes a new idea to us, because we weren't _around_ when a given combination was first possible.
Indeed, it's there for the "cannot counter" side of things.
I suppose there's a difference of mindset involved: I don't play competitively or in tournaments. Just casually. Thus, it's hard to justify spending over $200 for a single deck, especially when most of that money is for just _four cards_. :)So, call my "pared down" version the entry-level, casual-friendly "Budget" model ...? :)Regardless, I do love the concept of the deck, and my tweak of it preserves the key combo and strategy. I expect to have lots of (casual) fun with it, once it reaches the front of the line for purchases.
Very nice, but stupendously expensive. I cloned this, and with just a few mouseclicks lowered the price by $200.> Change 4x [Cavern of Souls] out for 4x [Islands]> Remove 4x [Remand]> either find an inexpensive ($$-wise) counterspell to replace the Remands, or simply move the 4x [Mirror of Fate] from sideboard to main deck.Yes, it's a bit more vulnerable to counterspells ... but it's also a LOT more affordable. And if you ever lay hands to some CoS, or equivalent replacements, you can always swap them back in. Same for the Remands.
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