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Possibly try ogre slumlord? At least on the side board.
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I'll take a look at that. Kind of pricy. That's why this deck is unloved. Its too slow.
Aye. Regardless, I can see it working out too. Obviously if all goes well, if deck sets up right-but that goes for any deck really.
Why do you run Exsanguinate? Maybe if you ran more ramp it would be quicker. especially Exsanguinate, it's very slow, kind of like Corrupt. then again, theres not that much out there for black ramp, so i feel for you. +1 like for the great idea, and if you only have 2 posts, may the decks keep coming!Tmocarroll
We usually run multiplayer games so I would have a minute for the Exsanguinate but I think you are right it should go.
Well yeah in multiplayer exanguinate is better the more people are playing
If you want black ramp try cabal coffers.
its an old school thought of mine. had itsince grade one acctully
Thrumming Stone? Ripple 5? This game just got a lot more interesting.
I know. Ripple 4 and it still comes up slow.
I like it, i would try Coat of Arms and use Glaring Spotlight when there are enough rats to attack.
If you want black ramp try cabal coffers and you might need more draw.
Take the door of destinies out. And add mana ramp.
I think I'll look into that. I need more draw too I think.
Underworld connections is always good in black, or Phyrexian Arena. I made a modern rat deck, http://www.mtgvault.com/dharr16/decks/rattastic/
as with any tribal deck like this it is always viable to have somekind of secondary theme in the deck, a well played extinction and maelstrom pulse will cripple you. my suggestion is this-4 Leechridden Swamp+4 Cabal Coffers-1 Marrow Gnawer-2 Relentless Rats+3 Ogre SlumlordThe Cabal Coffers will give you a (B) for each swamp you have in play which is a great way to play when you have 5 swamps and 2 coffers in play.By taking out one of the Marrow Gnawers and 2 of the Rats and replacing them with the Ogre, it will protect you against a tribal wipe card. And the Ogre will add to your rats by giving them all deathtouch, yes the Ogre is got a high cost, but the addition of the coffers here will speed up you deck here exponentially. again this is just my suggestions and the reasons I would do this, but at the end of the day it is your deck and you may have a diff view on where you want to go with it :)
Seems like the comments are heading in that direction.
Why Exsanguinate?
We play a lot of multiplayer games and I like to have something to do with the dark ritual if I have abundant mana.
i asked the same question swarmer... it's just up a little bit... I'm sorry Ginch that you have to answer questions multiple times......
I am working a standard deck featuring rats, I would love your input on it.http://www.mtgvault.com/dainir/decks/t2-beating-tokens-of-hope-2/In the deck I tried to address ramp issues along with adding some control.If you do go with ogre slumlord, I would recommend adding a creature or two that can return to the playing field from your graveyard. Reassembling skeleton, and bloodghast come to mind but I haven't looked them up recently. This would give you a mechanic to generate rats turn after turn, and have a disposable blocker/attacker (bloodghast can't block...)
This deck has zero control spells and no card drawing. That means you are at the mercy of luck and your opponent. What this deck could use is some library search cards, that would allow you to run less copies of your favorite cards while at the same time having more consistency. Consequently, you would have room to run two to four cards that could act as "reset" cards or permanent removal. My advice; run four copies of a library fetching card, like "vampiric tutor" or "beseech the queen" and add two copies of a mass whip card like "ratchet bomb". As is, this deck is wayyy to weak to enchantments and artifacts. Don't get me wrong, I can tell this is a "build up with my friends deck" but you should shouldn't make it too easy for your friends to shut you down. For instance, what would you do if somebody played worship? you don't even have any creature removal. There are numerous scenarios where you opponent could drop one card and you would have no options. Hope I don't sound too harsh, I think your deck's concept is fun.. .but you need to work on your execution. Goodluck,
Thanks for your input. You are right this is a play with friends deck. This has to be one of the slowest decks I've ever built. I don't have to protect myself from my friends with it because the game is usually over as it starts coming out.
all it takes is a single detention sphere or maelstrom pulse and its bye-bye rats. i had the same idea as you a while back. while the deck may have much in the way of other options, it does have a card in it that you might like though: Cabal Therapy. It provides some extra mana, plus it can add more if you meet its threshold.http://www.mtgvault.com/drakeraenes/decks/relentless-thrumming-help/
Culling the weak?
I like that card.
i need some help with this deckhttp://www.mtgvault.com/xxxeleshnornxxx/decks/this-deck-is-not-for-likes/
Exsanguinate is a great card, and I've read that you play a lot of multiplayer games, and you like to pitch a dark ritual to it. But I think it steals focus from the deck. And honestly pitching a dark ritual to a pack rats is perfectly acceptable too. I'd keep Exsanguinate, if you like it and because of the multiplayer utility but I'd cut it down to two copies, and attempt to add Golgari Charm to the deck. The regenerate each creature you control, would be great against board wipe, the -1/-1 would stop all the potential Saporlings from chump blocking your guys, and the destroy enchantment could take out something like Propaganda. Personally I think the 'regen each creature you control' makes it a key card to think about.So maybe -2 Exsanguinate +2 Golgari Charms, and for the green mana producers, -1 Doors of destiny, -1 Marrow-Gnawer, -2 swamp, + 4 overgrown tombs. Doors is great against board wipe, but I wonder how much Doors and Marrow-Gnawer come down to be win-more cards. "But plus 4 overgrown tombs brings my land count to 22. Why should I do that?" you ask. I think 20 land is a bit shy. "Why?" Because the deck will do better with 22. "Why?" Because you need a land drop every turn guaranteed for 3 turns. Lets do some thought experiments and guesstimations:20 land gets you to turn 2 land drop 90% of the time and turn 3, 65% - 70% of the time. This deck needs a turn 3 land drop to be >85% of all games so that you can dark rit. into Thrumming stone. Because Thrumming stone is BOMB! This deck really needs 22 land. If you have too many lands late game, no worries, land make perfect pitch cards for pack rat.
I like where you are going with this. I like the land stats that you dropped. I will definitely take your advice into consideration
you might want use jet medalion to make your black spell cost less to cast
This is a good card.
Dont forget bloodbond march
Yeah with green include that's a must!
Here is the rebuild based on everyone's comments. http://www.mtgvault.com/thegreatginch/decks/relentless-rats-rebuild/ Thanks for the advice. Let me know if you have more.
http://www.mtgvault.com/simicmartin35/decks/korimarx-king-of-traitors/
Haha! love this deck!
Thanks, I have a rebuild that I think is a better version. http://www.mtgvault.com/thegreatginch/decks/relentless-rats-rebuild/
i saw the rebuild and actually like the original better... i think Makius the unhallowed was a nice touch, but the loss of pack rat wasnt very favorable
Mutavault? counts as a rat and is a bit quicker! maybe chainers edict/thoughtseizes to slow opponents down