Thoughtseize > Duress for sideboard, especially since your deck doesn't care how much life you have, but instead how much you gain.
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It's powerful in the deck, for sure, but it really only is a stall-breaker. If you can pull it off effectively, go ahead. Why not try it main-boarded while play testing for a while and see how essential it is. If it just seems to get in the way, sideboard it for another time.
Voracious Worm might also be viable in this list of maybes if you really want to keep those Reunions.
Perhaps one less Golgari Charm for another Ooze?Gotta get rid of that junk in the yard :P
Tolarian academy is only legal in Vintage, and only restricted at that. What would it be doing in a modern deck? Unless this is casual, I have no idea what is going on.
So, all in all, no hinderance to Young Pyromancer, a decent body, but a lack a synergy with Chimera. Your call.
This is an 'out-there' suggestion, but have you considered nivmagus elemental? Not only does it have that "elemental" tribe to pair with Master of Waves, but it can get pretty large in it's own right and wreck. Plus, the Chimera just seems to be there due to synergy with spells gone away, which is good to an extent. This one allows you to get use out of countered spells :P As a bonus, it doesn't hinder Young Pyromancer's ability should you choose to exile the spell.Not to mention it is a reliable blue devotion source.
Thoughts? I made this out of boredom to combat said boredom, and it works. It's so funny when it works, which it does surprisingly consistently. It's weaknesses include: Artifact hate, and Lightning Bolt to the Master Trasmuter.
I feel like a late-game Goblin Offensive powered by Koth's -2 with the God out would be ... painful.
It looks potent, but I will tell you that wild-wood rebirth, while powerful, is fully outdone by Revive, which allows you to just grab a green card instead. Also, while mill is powerful, I would suggest a back-up win condition, and with land acceleration that comes in the form of some hyper-macho creature that you might draw. May I suggest something like Giant Adephage, whose very trample is enough to be scared of?
I'll be honest, Colossus is cool, but a play set is a bit overkill, even for a deck built around them. Maybe take 1 out for another Mystics?
Terminus? Where are you Terminus? You're going away? WHOO!But seriously, nothing pisses someone off like a well-timed Terminus. By timed, I mean you drew it luckily at the last minute. And by "nothing pisses someone off", I mean besides a Turn 1 win. It's a bit late to throw it in now, but don't forget Terminus :P
Hmm... I feel that the Shadow Alley Denizens would be more healthy as a Thrull Parasite, as it offers another extort source and can be applied more efficiently, especially since not every non-land card you own is a black creature :P Extort's tough to deal with, I'd suggest capitalizing on it. The same goes for Court Street, who, while it pairs well with Obzedat, is not so great that it'll win you matches. I would suggest Syndic of Tithes, who, while not as strong as Tithe Drinker, is a good bear that has extort on it.For a first deck, though, I can tell you it looks pretty good. I trust you'll make many more.
I've actually been working on my own brew for Orzhov post rotation, and have discovered three things:a) Desecration Demons are invaluable, as they are your only field presence that demands a counter before an Obzedat hits the field. Plus, they survive Mortars, a huge weakness these decks acquire.b) Debt to the Deathless is too slow in a competitive match. Keep two on the sideboard in case of a midrange match-up you can't deal with conventionally (e.g. Jund Midrange).c) Merciless Eviction MUST be on your sideboard. If you get stuck against some kind of reanimator brew or a superfriends deck, it's all you have in effective response. Regardless of how good Orzhov "field position" is, field wiping must be an option in this sort of deck.A few side notes:Sinister Possession would be better as a pacifism. Do as you please with this one.Blind Obedience might be a card to look at.Consistency is the mother of victory. Try to run more play-sets when it comes to your spells.Those are just my two cents. I hope they help in some way.
I took your advices, all but the Shadowborn/Resotration Angel, and also added Underworld connections and Midnight Haunting, to help with card draw and tokens respectively. Oh, and there is a new Vault to ensure my tokens dominance over everything but Olivia, bonfire, electrickery, and pretty much everything that has first strike.Thank you for the post :D
I would run 2 more Forced adaptations, they work wonders overtime with Ascended Lawmage. He's right about Sphinx's, it only really works in control archetypes built for late game or weird mid-range hybrids.
Crypt Ghast and Reassembling Skeleton are definitely not required for this deck. Your whole purpose should be to get your demons and get them quick, and for that, you would want a whole load of Shadowborn Apostles. I would drop all of the Ghasts and Skeletons for more Apostles, and definitely take out the binding blade for another one. 18 Apostles makes them much more consistent, even though I would lean more towards more. Demonlord and Lord of the Pit would be more cost effective as Shadowbown Demon and Desecration Demon, respectively, for their ability as demons and their removal capabilities. If you could fight for some, I'd suggest 2 Demons of Death's Gate, who hit the field running. Unburial Rites would rather be a Zombify in this deck, by the way. Those are my suggestions, I hope you find them at least moderately useful.
I bet just side-boarding loads and loads of removal would solve it :DTry adding Doom Blade and Ultimate Price as side board options, as a sideboard option it is more consistent than Devour Flesh, which is a bit inaccurate to be effective against weeny Rakdos or Token Aggro decks (both of which loss in Profit // Loss owns :P). Besides, a couple dead Doomed Travelers never really defeated anyone besides the opponent, did it?
I'm digging it :P It's a pretty solid deck. Tell me how it plays.
Don't consider Mutavaults, only because only one card you have gains anything from it, and that's only if it dies. Your mana curve screams no more lands, I would actually only run 21. Regardless, I feel that you should run more Orzhov Charms, they are pretty versatile tools in this kind of deck, having only one kind of seems wasteful.
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