+1! I love the deck, but I'm a little confused on your Necropotence win con's. How do you win without killing yourself?
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Any suggestions are welcome!
Added it, switched it for the Thing in the Ice. They do the same thing, just one is slower.
Thanks for the support!Yeah, it really sucks that the stupid gearhulks are so expensive, but otherwise, this isn't a bad budget deck.
Hey! That's what I forgot... Possibly a good sideboard card?
Sorry, didn't see sideboard, still, might be good to have a selfless spirit mainboard?
What about a selfless spirit or two to protect your servos in case of a board wipe?
Yeah, it could be good, except it's not standard.
http://www.mtgvault.com/thevanished/decks/golgaris-graveyard-growth/ Here! I built a version of that. What do you think?
I like the tutoring a bit more than draw, because if you get stuck without a response, you can fetch it specifically, instead of praying to draw it. Or if they fetch something and have to reveal it, then you can fetch a response for that. Also, a Transgress into a fetch is a good way to totally screw up a combo. But I agree it should be kept minimal, because it puts you a turn behind your opponent, that's why there are only two fetch-anything cards.And I didn't even look twice at Painful Truths! Man, I didn't even think about using Aether Hub to bump that number to three... wow... But I switched that for Live Fast.
Okay, I think I've addressed the problem a little bit. Check out the edit and tell me what you think. I dropped some of the bigger cards, and added in more fetch, and some draw. I dislike dropping the 2-drop creature, but I prefer it over kambal, because he stops lots of decks out there. So what do you think?
Funny you bring those up. Those were both originally in the deck, but I cut them at the end in favor of other cards. Hanweir Garrison is great, and combined with Battlements, it's freaking amazing. However, it doesn't fit with the theme of the deck as well as some of the other cards, and frankly, I have no idea what I'd cut for it. Battlements is currently in here solely for the haste effect: drop a creature on a cleared board, then haste it for lethal. Which is why I'm only running two copies.Fiery temper is a little more of a harder choice for me. While yes, it is insanely powerful when you can cast it as a 1 drop for 3 damage, it's a little iffy. With only 3 ways (8 cards) to discard, the risk is a little higher, and the other burn spells in the deck seem a little more powerful in this specific case to me. They all have the capacity to do more damage for their CMC, and most of them have additional abilities that benefit the deck more. I'd love to run it... I just don't know where to fit it in.
Thank you!I agree with the curve problem... the only problem with fixing it, is the only things capable of winning in a slow deck like this are the giant drops.... I've tried to balance it so that most of the control/destroy cards are lower (2/3 CMC) while the things that either win, or restart the game are the late-game drops, so now you can build up into the game winning card. But I still agree it could use some work. Any suggestions on cards to add?
Fun fact: I actually had Grapple, Vessel and Splendid in the deck, but dropped them to reach card limit. The milling was the biggest problem I had with them as well. They are great for ramp, and I actually thought about taking that route... It would be very easy to build a ramp deck like that.
Alright, I played around with it, and recorded all the changes in the Deck Description section. What do you think now? I'm not confident on my mana base, but I think that should work okay?? and again, thanks for the advice!
Oh man, so much advice! Thanks so much! I'll play around with the deck a little more and see what I can come up with.
Oooh, I love Shambling Attendants, it looks really good, my only problem is that it doesn't fetch all of the eldrazi in the deck. Muckdraggers actually works in my T4 titan scenerio. I think I will switch it for Necropolis Fiend although, because only 1 of the eldrazi can't be fetched with it. I think I will also balance the amount of them some more (3/3 instead of the 4/2 like the original decklist). Thanks for the suggestion!!
ohhhhhhhhh okay. that makes sense.I don't actually have this deck... I just thought of the idea, and put the decklist up. I don't have 600$ to build the deck, and I don't play enough modern for me to want to. I //think// it'll work okay, but I honestly have no idea how it'll work.
Okay, I get what you're saying now. There are a lot of eldrazi in there for two reasons: lots of variety against every type of deck out there, and so that if you accidentally mill your eldrazi with one of your dredge cards, you have backup win conditions.You only really want to dredge cards back in two conditions: 1- you realllly need the card, or it positively affects your current situation, and 2- you have a delve card in your hand that you want to get out. Other than that, you're not going to want to dredge yourself that often. As to reducing the delve, I don't particularly want to do that because it's a key component to the deck. If you get stuck and don't have enough mana to hard cast a creature, then you can use them to stay alive longer.As to having the right mana curve... That's what the fetch lands are for. They thin out your library so that you dont spend time drawing lands, you draw what you need to win.In my "how to play" I use Darkblast because that's the card you need to get a turn 4 eldrazi titan, im not saying it's required. you can get a turn 5 titan with Life from the Loam or a turn 6 with Shambling shell. The only things required are one of the delve cards, and one of the Eldritch Evolution and then a dredge card.Stinkweed Imp and Shambling Shell are actually pretty important, they are creatures that can return over and over, and if you need them, they provide chump blocks that allow you to survive for a later turn. In fact, they're probably more useful in the graveyard than they are in your hand and Nightmare Void is one of your only removal spells that can effectively stop your opponent from messing up your combo. Plus it's a backup dredge card. While Glimpse the Unthinkable is good, and it would work really well, is it really worth splashing a third color in?? When there are literally 15/60 cards in the deck that let you dredge? I personally don't think so, but someone could very well build a deck that works on that concept - in fact, I might, idk...-
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