Aaaaaaaaaaaaaaaaand MINDBREAK TRAP. Land, go.
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Ultimate eh?
Drop the Dreams, throw in four Black Vises. My brother and I put a deck like this together in B/G; Fate Transfer, some graft creatures (the Plaxcaster is nice to deal with removal) etc. There's also the magic hat rack and you could throw in Doubling Season if you had some. Fun deck. You also don't need to worry about getting three black mana for the underworld dreams or buy a bajillion dollars' worth of special land. You can drop a black vise T1 (1CC) to start off with a nice 3-5 damage to get things going. Keep playing with the deck, there's more (much muuuuch more) fun to be had with it. Keep looking for clever ways of exploiting that mechanic, too. Also, Simic kicks butt.
Black Vise.
Cut 'er down to 60. Neat deck. You should play it against a snake deck, for kicks. OH! That's neat. Kangee gets a buff from the Mimeomancer. I'd love to play this.
Like you said, basic.
Blessing of the nephilim, for Uril, perhaps. Looked like you wanted those enchantments to be on the cheap, because you only used the Shield and not Runes of the Deus or Scourge of the Nobilis.
Cut 'er down to 60. Drop the Brain Freeze, four lands, 1 Necromancer's Covenant and 1 Lich-Lord of Unx (Lich-Lord should be hyphenated, in my opinion.) Don't know if it'll stand up to much aggro or much control. It'll certainly screw up the funnest thing about playing my W/U/B deck, when you drop a Glimpse the Unthinkable after I've stacked the top ten cards of my deck with an Auratog and Ancestral Knowledge. ("<3 the stack" in case you're curious) Expensive, though. This deck'll be hard to get together.
Hokay, so. The goal here is to make a fun deck. Fun decks are great. They don't often beat tourney decks, but by God, if I get to bash in somebody's skull with a stick the size of the Washington Monument once or twice a game, then nuts to winning. The victory lies with having more fun, I say! So with that goal in mind, I'll field a few suggestions. First: If we're making the deck fun, ditch the boring cards. Serra Advocate Voice of Grace Some of those control enchantments I'd say just play with one of each angel. That way you get either a smaller deck or more angels to play with. They're usually legendary, anyways. Sucks to be stuck with two Akromas. -1 Angel of Mercy -1 Battlegrace Angel -1 Akroma, Angel of Wrath -1 Reya, Dawnbringer You're never going to play the cycling cost on resounding wave, so it's safe to ditch that. If you die, angels are too slow to come back. Ditch that expensive Lich's Mirror. There's great fun that can be had with that one in other decks. It's really hard to get those angels on the field, why bounce them with the Kederekt Leviathan? No fun playing all your cards again. I'd ditch it. And now, to mention the biggest fun-wrecker of them all: mana screw. No matter what kind of deck you're making, it's lame to sit there waiting for land. So bring the deck down to 60 cards, go to 12 plains, 8 Islands and 4 Terramorphic Expanses (or shock lands, or pain lands, if you have them). That way, you can play the deck, have some fun with it, and you don't have to sit there going "I need another darn plains..." Keep looking for neat things you can do. Endeavor to make your opponent curse at something clever you did. Let's say you put an Angelic Protector in the deck. Say you have that Angelic protector on the field with an Angelic Page. Your opponent attacks with a Wooly Thoctar (a 5/5 Nayan beast). You could chump with either angel. But wait! You could tap your Page to give your Protector +1/+1, which triggers the Protector's ability. Suddenly, you have a 3/6 angel and can block the Thoctar no sweat, and your foe is thwarted. Play around with other creatures and spells. Look at Pristine Angel, or Daybreak Coronet, or Endless Horizons. There's lots out there to play with. Anyways, hope this meant something. Keep playing magic, and keep sharing your decks!
Oh, and it occurs to me that I come off as a snooty jerk, and I prefer that people don't figure that out, so I shall include this: The concept's good. Getting stuff for cheap is good. Darksteel Colossus is good. Bashing people with Darksteel Colossus is good. Anything, really, that involves a Darksteel Colossus is good. That said, cut it down from 78 cards. Make 60 card decks, you'll be glad you do. They're more consistent. In this case, you would also get a greater proportion of artifact lands. Ditch irrelevant stuff. Memnarch is neat, but he doesn't fit. Stealing stuff is neat, but you're busy doing other things and you need the mana and the cards. Create synergy where you can. Cranial Plating is good. Master of Etherium is good. Myr Servitor is good as a salvageable blocker, but do other things with him. Use the Krark-Clan Ironworks. Whoops, lapsed into snooty jerk again. Well, what can you do?
Few suggestions: - Darksteel Forge You don't need your artifacts to be indestructible if you have a bajillion of them. It's just big and clunky. - Frogmite - Myr Enforcer + Mycosynth Golem If you've got obscenely expensive cards in here, might as well throw in a few more. Getting rid of those cuts down on cards and they're mediocre anyways. +Counterspell or +Assert Authority This is wanting for control +Thoughtcast +Walking Archive And card advantage + Krark-Clan Ironworks + Steel Wall You're going to be covering your head until you build up a head of steam, so throw in the walls. Later you can sacrifice them for mana with the ironworks. -Darksteel Colossus +Fabricate You don't need four, might as well have more solutions. You could fetch a sol ring if you needed it, rather than being stuck with two colossi from the draw. -Tinker -Copy Artifact Well, they seem like inelegant solutions to me, that's all. Drop the copy artifacts, you don't need six Darksteel Colossi. Drop the tinker, and, if you'd like, replace it with a Master Transmuter or two.
The hand destruction will get nasty quickly. I would watch out, though, because this may not work as well as it looks on paper (har har). Trading spells is going to put you at a disadvantage eventually. You might include cards that have a high return, and that work well on the premise that your opponent will be tied down, such as, say, Bitterblossom; for lack of a better (or cheaper) example. Still, it's a nasty deck. The removal would be a serious pain. I'd be curious to play it with a (similar) deck I put together, also black (and white and blue) control. It's also built around overwhelming control. 'Called "<3 the stack" if you'd like to take a look. Oh, and take out the loxodon warhammer. If you want your combat damage to get through and they have something to block with, there are better ways to get around that.
Well done! It's refreshing to see a Johnny deck up here on the site. I might make the suggestion to switch out a bunch of your walls for Walls of Shards. The idea is to stay out of the line of fire, and Wall of Shards will make you some friends early on (it doesn't much matter how much life they have once the combo goes off) , and you're getting a 1/8 flying for 2CC. Oh, and removal will ruin all of your fun. You might try Greater Auramancy, as others have mentioned, or you could wait until Magic 2010 comes out and stick a few Silences in there.
Fate transfer would be rude. By the by, if you give a creature that comes into play with +1/+1 counters on it persist, it doesn't die. Cauldron of souls works.
Counterspell? You'll be long dead before you can get anything on the board.
Need some evasion or trample unless you want saprolings chumping your thickies. You'll also be vulnerable to removal. You might try Rancor for the trample and Aspect of the Mongoose or Favorable Destiny for the shroud. You could also use Rebuff the Wicked, which counters spells targeting permanents you control, and that might be a better idea.
You're trying to get Aluren (Ridonculous card, by the way. Saw it a while back and did a double-take) out as fast as possible. The essence and spirit wardens are fun to ramp your life up to infinite when your combo triggers, but I think you're better off with some speed or some protection. Greater auramancy would protect your Aluren and furious assault, or Llanowar elves would get it out sooner. Glimpse of nature could also be fun.
Death denied will be difficult to field. You might be better off with four fireballs. That way you can wipe your opponents if you can get one of the mana engines working.
Bounce, hilarity ensues.
Alright, no linking. Awesome. Blanchwood armor's fun.
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