Want a combo for this deck? Include lava spike and desperate ritual, yay infinite damage!! How it works is you splice the ritual onto the spike and use the 3 mana to copy the card with the guildmage, since the splice is added to the effect of the spike, it copies the ritual too, so now you can copy again and again and again. It's fun.
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Darkheart + Crypt doesn't work, you cant regen a creature your sacrificing, Crypt is just great for blocking until you can get your win. Darkheart + Bidding isn't bad but it would work better with a something that has sac a creature to deal damage, like goblin bombardment, but I sadly can't think of any that fit this color scheme.
Sorry, Helix Pinnacle has shroud, your bairn can't target it.
Love Dwarves but for some reason they have always been side pieces (very good side pieces, but sides none the less). I like the deck though, it looks good. I like the theme even more. Also, check your inbox.
Actually the blowfly lets you choose where the counter goes, not your opponent, so even if one of your creatures dies with a counter, you control the enchantment and therefore you get to place the next counter. It's amazing and it should be in here.
This deck needs a makeover. Take the other's advice and make it lifegain or you can go agro, either will work well. Take out the orb, the canes, the giant (why is that even here??), the wands, there are better things than detainment for example prison term.
When the creature comes into play its ability will trigger, with phasing the ability doesn't trigger because, for some reason, wizards ruled that the creature never actually leaves play, it's just turned over and nothing can happen to it for a bit. So in this case you're fine. Flickerwisp is a pretty good card when played right.
Speede, play this with the necroskitters if you can get them, you'll know how it does. I'm not commenting here anymore because of certain people who deserve nothing less than to be taken off the site, but I wish you all the luck in the world with this deck, I know it will turn out fine, despite what joande has to say. You've done a great job.
And by the way, joande, you insulted my venue first, second you make fun of how long I've been playing, then you have the nerve to try and throw out sarcasm to make yourself sound smarter (it didn't work), now you hint that I have no actual experience, and saying i'm subpar, I've already reported you to the site so watch what you say from now on, and I suggest you watch what you say in general, you will make a lot of enemies the way you talk and act. You've already made one this day.
and you'll have answers back. It's a never ending cycle. The point is that your deck can be stopped, with this build. With the blowfly out and one scar you can kill off all the tokens created and more than likely the kithkin from turn 2. Besides, windbrisk heights isn't an automatic win, you need some card that says "if you play this you win the game" and there are no such cards. The point is that the deck can hold it's own and you're afraid to admit it.
Little rule of thumb, only put in one copy of a card if: it's expensive (to buy or play) restricted (duh) unimportant to the overall deck easy to get out (example, panglacial wurm) Other than those 4 situations you need more than 1 of a card in a deck, preferably 4. Pick a strategy and stick to it, that's my policy.
or just add fulminator mage.
Speede, as I said before you don't deserve comments like these on your deck, ergo I'm not playing this jerks game anymore. Sorry for all the crap that has been put on here, as I said before It's a good, solid deck that will play well, no worries. Besides, to stop the cards he/she's talking about all you need are 2 scars, bolts or redcaps, it's completely plausible so no worries.
you could use a rite of consumption, or 4, for your quill combo.
In standard, games can last a while, in vintage they don't. You probably have 3 or 4 turns to either completely stop your opponent and gain control of the board, or just win. You should have good control but when you playtest you'll find out this decks controls and how fast you can get them out. The deck should be fine though.
Joande, I'd love to show you the art of good black mana accel, If I wanted I could get all 3 out on turn 1. Any deck I have would wipe the floor with you. I don't play standard, I play vintage and legacy and almost no game lasts longer than 3 turns where I play, so next time you try to insult someone know who you're talking to. Speede, sorry for people like joande, and i'm sorry I had to post this on your deck, you don't deserve to have angry or hating comments here. You've made a good deck.
Actually, this could help with this deck, the combo I lost to was Furystroke Giant + Hateflayer. You can tap it to deal 2 damage, then untap to deal 5, then tap tp do 2 more, that's 9 damage, if you have 3 more mana you can deal 5 more and attack then. That's 19. That's in addition to the other creatures you can tap to deal 2 wither per. Put in Burn Trail to kill off your Giant without putting a -1/-1 on it so it will persist and then you can dominate the board. Hope this helps.
Wither seems to be the beginning deckbuilder's choice now rather than big green beatdown. It's understandable. Midnight Banshee is big with Kulrath Knight, Redcaps are amazing. Eventhough I lost to a hateflayer two games in a row at the eventide pre-release, I'm glad you only have one, same with din. One more puncture bolt couldn't hurt. 2 more Ashes would help, Blowfly is HUGE, I'd add another, and see if you can get your hands on a necroskitter. Necroskitter + Ashes + Blowfly = AMAZING
Worldgorger has so many uses, check out my deck: Worldgorger for more fun.
Copied straight from a judge: "Cumulative upkeep is a single triggered ability. You will carry out all actions of this triggered ability at one time, when this single ability resolves." You can't remove the counter before the second ability resolves because both sections of the ability resolve at the same time
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