Great idea! I'd have to sideboard out my searching cards, though. I'm sure I can find replacements for the fetch land, the Armillary Sphere, and the map. Thanks.
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I agree with faceplant...if you add Murderous Redcap and Phyrexian Altar you's have a second infinite combo. I also suggest running Rite of Consuption to fling the infinitely large Quillspike at your opponent.
Other cards could be Awakening Zone, Midsummer Revel, Pegasus Refuge, Sacred Mesa, or (my personal favorite) Words of Wilding.
If you're already splashing red, you should definitely trade the Mind Rots for Blightning. You may also want to look into some removal. Against Jund, Deathmark is a viable option. You could also run some terminates. You might want to run an entire playset of Howling Mine also. Another Quest for the Nihil Stone would be useful (and a playset will only run a few bucks - playset for a dollar plus shipping on Cardshark.com). To make room, I'd drop some of your one-offs. To summarize, I'd say bring in 4 Blightning, 4 Terminates, 2 Howling Mines, and one Quest for the Nihil Stone. To make room, drop 4 Mind Rots, the Desecrated Earth, the Mind Shatter, the Duress, the Mire Toll, the Mind Sludge, and probably 2 Hypnotic Specter. You'll have to also fix your mana base with a few Mountains. Not sure why the Savage Lands is there either.
Another idea could be to splash red and run burning inquiry. It helps get more damage across when your opponent is without a hand.
In standard, there isn't a ton of black acceleration. You could use the Eldrazi Spawn cards (there are some good ones in black) or maybe even Nirkana Revenant (though she's quite expensive - mana-wise). Everflowing chalice is also an option. Another great way to deal a ton of damage with megrim is to use Wheel of Fate with the cascade ability. Really, though, Windfall, Wheel and Deal, and Memory Jar are the way to go. I also like Teferi's Puzzle Box and the hilarious Forced Fruition.
That would defeat the purpose of a pauper deck, since Garruk and Overrun are rares. I admit the creatures are weaker than say Bloodbraid Elves and Broodmate Dragons, but I only have commons to work with.
Thanks! The Transmute ability on the Shred Memory helps find the False Cure. I wrote an article about this deck here: http://www.cardshark.com/content/view_article.asp?article_id=4237
Sarkhan Vol would be a great addition. Thanks!
whitey - Biorhythm checks the game state at it resolves, it's not a static effect. Maybe my reasoning is wrong, but I think that this should work: 1.cast Biorhythm 2.In response - activate Nevinyrral's Disk 3.Disk's ability resolves - destroy all creatures 4.Persist creatures go to the graveyard 5.Persist ability triggers to return the creatures to play 6.Biorhythm resolves. Rules guys, if I am wrong, please let me know. mangel - That's why it's a casual deck...It was built for fun. I could certainly add a Mystical Tutor or a playset of Personal Tutors, but I don't have any. My hope was that all the land searching would thin my deck enough to increase my chance of pulling a Biorhythm.
The only problem I run into is when my opponents decide to not search for the land from the Path, but this only really happens in Vintage play. In Standard, there is a ton of land searching (Terramorphic Expanse, Harrow, Fetch Lands, etc.), so I typically cast the traps for free.
Since it was too slow, I removed the Ior Ruin Expeditions in favor of a playset of Ponders. We'll see how it plays.
Condemn is a great card, though I would choose Swords to Plowshares first. Since I want to keep this deck standard legal, neither card would work. Thanks for the suggestion, though, and keep 'em coming.
I am against using Skullclamp. It's just too easy, though it would definitely work. If I were to add Skullclamp, I would replace many of my non-creature artifacts with creature artifacts.
I like the idea of Kodama's Reach, though I don't actually have any. The advantage with Harrow, though, is that you have two untapped lands afterwards. Treefolk Harbinger is a great card, especially for only one mana. I was thinking of simply replacing either the Harrow or Rampant Growth with a playset of them. Your comments will probably push me to do just that. Summoner's Pact is also a great idea! Thanks for the suggestions.
It would be great to generate infinite angels with Oblivion Ring. I have a similar combo (at least a similar infinite bounce combo) in my champion deck, though it's a lot easier when I can have a bunch of championing creatures vs only 4 Oblivion Rings. As for the white epic spell - I'd like to forget that Kamigawa block even existed. Seriously though, it definitely could work, but the main token generator is replaying the Rancor after sacrificing it to the Auratog. Enduring Ideal would prevent that combo. If I were to play Enduring Ideal, I would probably bring in some much more powerful auras (e.g. Mythic Proportions, Celestial Mantle, or Elder Mastery). I just might have to build a deck like that. Maybe with Zur or Sovereigns of Lost Alara (or both).
I used to run Virulent Sliver in a previous version of this deck, but I found combat damage hard to come by. Note that the Virulent Sliver requires combat damage, while the viper and cobra give their poison counters with any damage. I like the idea of using the Thornbite Staff over the Power of Fire. The Trident, however, might be too costly (mana-wise). The reason their is some red in this deck is that I wanted to use Pandemonium to deal poison counters when my poison creatures came into play. This backfired, however, because my opponents' creatures were almost always bigger than mine. The Pandemonium killed me and my creatures faster than I could kill my enemies. Thank you for your ideas and please feel free to give me any advice you have.