A Touch of Glissa - FNM attemp..

by Vatrox on 27 August 2011

Main Deck (60 cards)

Sideboard (18 cards)

Creatures (3)


Sorceries (2)


Instants (11)

Artifacts (2)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Glissa-based BG removal combo deck, I'm looking for ideas to make it FNM worthy. In it's current state it has way too weak early game and is a bit too single card dependent I'd say - any control/removal rapes the deck really hard. Scored 7th of 17 last night...

Help appreciated!

btw. I know that Nath is not in T2, added him to the sidebord because he moves to the main deck when I'm not playing standard. The combo Nath+Liliana+Sangromancer is unbelieveable... Just goes off a bit too late :)


UPDATE 10/01/2011:
Huge Innistrad update to keep it Standard. Much less combo-based from now on, however.

-4x Quest for the Gravelord
-2x Blade of the Bloodchief
-3x Duress
-1x Go for the Throat
-1x Doom Blade
-1x Phyrexia's Core

+2x Beast Within
+3x Spellskite
+3x Acidic Slime
+2x Grave Titan
+4x Veredant Catacombs
+4x Woodland Cementary
+2x Buried Ruin

Help and suggestions still highly appreciated!

Deck Tags

  • Combo

Deck at a Glance

Social Stats

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Like

This deck has been viewed 1,214 times.

Mana Curve

Mana Symbol Occurrence

0023018

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for A Touch of Glissa - FNM attempt

I am trying to build a competitive deck around Glissa as well so I can list here a few lacks I identified in your deck:
- you are missing removal for artifacts or enchantments, therefore I would add 2 to 3 Naturalize.
- I would substitute Liliana with bonehoard
- I would change the 4 Quest for the graveloard with 2 Life's Finale
- I would throw in 2 Sword of feat and famine
- you can also take into account the Thran Golem

however, this is just an idea...my idea, so feel free to take it or not into account ;-)

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Posted 29 August 2011 at 17:01

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Thank you for your comment, appreciate it!

- About the lack of permanent removal, true, it is one of the biggest problems with this deck. Naturalize is in the sideboard, but I am not sure if moving in to main is a good idea - it's a wasted slot if my opponent does not have a lot of enchantments or artifacts. I'd rather put few Acidic Slimes, but that would be another high cost creature in the deck, not sure if it is clever to put another 5 mana card.
- Liliana makes a great combo with Sangromancer and works as a search engine, which at times I need badly - I need to have a way to find Glissa, Sangromancer or Wurmcoil in case of bad draws. She won few games for me already.
- Quests are here to stay, it's an amazing card for removal and works really great in the deck. I had games where I was able to get the 5/5 golem by turn 2 and again, the token itself saved my life a lot of times. And while I agree that Life's Finale is great, it's just way too mana-expensive for this deck.
- Oh, Swords, how I wish I had them... Sure, if I manage to get my hands even a single one I'll put it without hesitation, but current price is a bit too high for a first deck by someone who started with MtG not longer than two months ago... :)
- Thran Golem looks pretty nice, but I have no enchantments and the creature itself is too mana expensive again.

So, do you think it's really worth moving Naturalize to main? Or maybe there are some nice alternatives I don't know about?

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Posted 29 August 2011 at 17:43

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Naturalize is not for main board, and i think that Sangromancer is a nice card but do you need all of the life gain? i think the Acidic Slime could replace them but if you find that Sangromancer is doing good in the deck you could leave them but definitely try out the slime. and you might want more mana ramp because ur running green so i think you should run llanowar elves or put in some myrs for mana gain if you want more artifacts. the innistrad dule land for black green is coming out so that would help.

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Posted 30 August 2011 at 23:05

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Sangromancers work pretty well with all the removal and the life gain itself sure is useful - there's no such thing as too much life, right? And remember that this deck is pretty slow, so being able to recover early game losses is kind of important in my opinion, hard to rely only on Wurmcoil. But it's not the only reason why i put them in deck - it's also basically my only flying creature able to deal damage what obviously helps a lot.
Anyway, I haven't tried putting the Slimes in place of Sangromancers yet and it sounds like an idea, going to test it tomorrow, let's see how it turns out. I will have to adjust the number of lands though as I'm running 75% black right now. And Lanowars... I have BoP in place of them. Sure could be useful, but I have no idea where to put them without making my deck too big. (Myrs may work, and I could add additional sac engine such as Culling Dais with more artifacts, but the same problem persists. That sounds a bit like deck redesign...)

About the new Innistrad duals, sure, I know - once it rolls I'll obviously put a full set of Woodland Cementery, that's a must.

Thanks for your input!

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Posted 31 August 2011 at 00:53

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