First off...I'd put Damnation in for Barter in Blood...given the fact that you play no creatures...for the same mana cost you can wipe out your opponent..there's no benefit to making your opponent sack just 2 when you could kill them all. Also...Classic Black Control wins with corrupt..but the consume spirit is an interesting idea...though it'd cost more mana late game.
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Fun looking deck...but a few things to note..Tinker is restricted or banned in all formats...so you can have 1, same with mana vault. Also..why the black vise?
I'm with forgeling on this one...you have 12 lands (fetid, wooded, and twilight) that if you don't have another land out...all you can produce is colorless.
Interesting idea. Only downside is that you rely heavily on land's edge or seismic assault. If a player manages to remove those cards from the game..or make you discard them...you're pretty much screwed.
Sigh..I will explain this deck..as none of you seem to comprehend it. The original mulligan rule in Magic was that if you had no land in your opening hand you could reveal it...and then draw 7 cards. It was BECAUSE of this deck that that specific rule was changed. You could (at the beggining of its creation) mulligan over and over until you got your academy. With the # of artifacts in this deck it was quite easy to lay 3 or 4 (4 ideally) then windfall (and then play twiddle..rinse repeat)
I thought of a similar deck. Another giant growth would be useful. I don't see how the dramatic entrances are all that useful in this deck. They are only 2 colorless less than the mossbridge troll and given the fact that your combo requires 9 mana its prob. not going to be played until at least turn 7-9. Also if you added 2 more quillspikes and devoted druid you could use that infinite combo with the rite of consumption.
How do you deal with weenies? You need some sort of mass burn/creature destruction as you're only creatures cost 4 and since you only have 8 you have a pretty minimal chance of getting more than 1 out within the first 6-7 turns.
The problem is you're relying on having a lot of specific cards in your hand at the start of the game. You could quite easily get hosed and just end up with creatures or something and then what?
ditch the enchantments...very few of your creatures are both colors for either one and thus they offer minimal benefit. I also agree with RKwan in the fact that you seem to have blue just thrown in there, but all it does is dilute your deck.
The expanses are actually there to thin the deck. I used to play a Mirrari's wake deck and found that all the lands that you sack'd to find other lands really help thin the deck out some. But I'll consider it.
Actually I'm not sure if this combo works. If you read the rules errata regarding platinum angel if you create an infinite loop with a "you lose/you can't lose" the game may be called a draw...not 100% sure on this but the transcendence/angel ruling sounds like it might be called into effect in this case.
I would drop the memory sluices and instead add some bounce to help deal with weenie decks (which seem prevalent nowadays) Control decks are typically slow, especially mill ones which is why they usually have a way to deal with lots of little creatures.
Just an important thing to remember Dark Ritual is banned in standard/extended and strip mine is banned in all formats except vintage and its restricted to 1 per deck in vintage. So fun deck to mess with...but don't enter any tournaments with it. Also it seems like you're trying to do a little of everything...which usually causes a deck to get dilluted and while you can deal with just about any threat...the chances that you'll be able to do so in a timely manner are pretty slim.
Do you really need the wizards? I guess I can see you making all your clones wizards if you had to, but it seems you have nothing powerful to clone which means if you're opponent is playing a creatureless deck (or one with very few creatures) I can see your clones being very ineffective. I would suggest removing the tracers and putting at least a few powerful blue creatures.
I'm almost 100% positive you can't play 8x seat of the synod, vault of whispers, or darksteel citadels. You can only have 4 of any card unless its a basic land.
ditch the essence warden for 2 more wellwishers (you'll gain more life via wellwishers) also ditch the pipers for more magistrates or perfects as you don't really have any creatures that cost enough to warrant the pipers 4 mana cost (most of your creatures are 2-3 mana) thus it would be cheaper to just play them from your hand. The uncounterability is somewhat useful but nowadays there are less counterspells available thus users tend to save them for major spells...not elves.
godemperor...thats what the cloaks are for..also since you can pull this combo off at any time you can always swing with the spike as a 1/1 then pump it up to kill power.
Isn't skullclamp banned? Also given that you're using 3 colors it might be more useful to take out the Mishra's factories and just put in a 4th badlands and maybe another bayou
Mephetic ooze doesn't fit into your theme..also a danger with Chainer is that if he's destroyed you lose all your nightmares...not just ones you brought into play with his ability.
Wellwisher would be useful
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