I agree with AlleywayJack
Permalink
I like the idea, but it's hard to pull off without G for Mog' (Wild Mongrel) or B for the 'Tog (the everpopular Psychatog)Some Ideas:Basking Rootwalla is freeCircular Logic should be mainboard as your counterspellCareful Study + Faithless looting to really dig deep and hit your madness when you need it.Lavamancer to use your graveyard
With the recent drop in price of Stifle, if you add blue, you can throw in 4x trickbind and 4x stifle, removing your dependency on the Orb.
I like it.
My tribal is huge and top heavy.LeviathansBut it's fast, considering how long it usually takes to have a turn where you can drop a half-dozen leviathans in one turn.http://www.mtgvault.com/vikingincarnate/decks/u-suddenly-leviathans/I'm a little over on cost, but not much.
I know you want swamps for Lashwrithe, but including a few Cabal Coffers and an Urborg would open up your mana acceleration quite a bit. You could also then include some things that are wonderful mana sinks like Nantuko Shade, Mind Twist, Exsanguinate, etc. It'd also really open up some draw engines like Confidant, GriselBanned, Arena and similar because you could more easily play your entire hand out.I'm also a little bit concerned by the lack of 1-drops. If you don't start with a rit, you're in trouble. Dismember or thoughtseize could help out there.I like the inclusion of metamorph and Skite as your control elements in lieu of the more common Hymn and\or Dash Hopes, but I think you could make the deck more aggressive with a few changes.
I typically only comment on decks that get no attention, mostly because I think the number of budget decks on this site has gotten out of hand, and the comments are worthless. That's just my opinion though, maybe it's what people want, but the introduction of the 'hot page' as the default instead of the 'new' page has been irritating since it's inception.Comments:http://www.mtgvault.com/mothafukajones/decks/elvish-hydra-counter/http://www.mtgvault.com/necrohellion/decks/darien-king-of-pain/http://www.mtgvault.com/vidrald/decks/merchant-summoning/
First, get it down to 60. This is a no-brainer.Next, to really boost your mana production, if you switch out your spells like farseek and Nature's lore, you can add in things like Utopia Sprawl, giving you more green mana symbols on the battlefield and allowing you to run nykthos. You've also got a fair little bit of token manipulation, which might make gyre sage an option for a big mana producer.Omnath would allow you to save mana between turns for big 'monstrous' activations.Bigger picture, though. I'm not sure why you're running the counter-spells. If it's to protect your creatures, in green, indestructibility is much easier and more accessible, because you don't have to splash for it. Counterspell is great and all, but it's hard to justify splashing blue for it when it's ALL you're splashing blue for. If you run blue because you play with people who are really counter-happy, consider Guttural Response and/or Vexing Shusher, which can save you a major blue headache.
Why are you so light on soldier tribal? Your tokens are heavily supported with things like:Field MarshalDaru WarchiefBenalish Commandercaptain of the Watchand so on.Cathar's crusade might also helpOverall, though, nice deck.
Since this isn't legal in modern, you really have a lot of options you aren't using. It is a little bit needlessly restrictive to have your deck unplayable unless you have a certain card in your opening hand.In black, you have a ton of tutors available which can help you get you what you need. Spoils of the Vault or Demonic Consultation are cheap and accessible, and if you're going to lose unless you have a heartless summoning, then at least the game is faster. Either that or fire up the ol' Demonic Tutor and go to town.Your curve is also a little wonky. I understand the desire to have a lot of 3- and 4- drops for Heartless Summoning, but you're missing some of the other benefits of the enchantment. You can turn Perilous Myr into a 2-damage spell once your enchantment is out, and it's free. Myr Retriever x2 + Heartless is an infinite combo that I'm sure you can figure out something to do with. Myr superion becomes a free 4/5 and so on.If your only reason for running red is for faithless looting, and you don't care about legality, switch red for white and go the Enlightened tutor route. It's more reliable and ensure you can get heartless summoning out ASAP.
And, I was thinking about this some more, I'm not sure how great entomb would fit in your deck. I really need it because often I need a SPECIFIC angel, but you're running many copies of your targets, so are probably in a more forgiving position and it may be better to focus on the number of cards you can reanimate instead of the specific one. Just a thought.
It's pretty fast. The reanimation suite is basically legacy speed, but the deck does lack the blue bits of legacy protection for the fatties and combo. Iona on T1-2, then usually Akroma or Avacyn, depending on the colors my opponent is showing.Because I mostly play casually, I typically don't have much graveyard hate to worry about for game 1. For games 2 and 3, I've got 4x mortify and 2x O-rings sitting at the 3-drop position, which, thanks to the Fetid Heath, i can get out at Turn 2 with a ritual if I need it.I understand your concerns about Cabal Therapy, but for games 2 and 3, you can target the graveyard hate cards or control cards that you think will mess you up most (based on showing on game 1). You can also just go for "Daze" or "Fow" and hope you get lucky. I've also definitely sacc'd angels to use the ability when I knew my opponent had tutored for a way to wreck my afternoon.As far as Entomb goes, I really like it. I don't like feeling like I have to wait for 3 mana or a ritual for Buried Alive. My land is really lean, so if I don't have the Rit for T1, getting 3 land could very reasonably take up to T5 unless I start with 3. Entomb definitely helps speed and reliability. If the people I were playing against weren't all playing highly aggressive, fast decks, and I wanted to slow things up a bit, I'd probably keep a similar build and put in more buried Alive for Entomb and another Living Death or so, just to keep things fun.
Why aren't you running Reanimate?Also, Cabal Therapy is usually a superior choice than Thoughtseize in a reanimation deck, because you can use it on yourself T1 into a T2 Exhume.My angel-theme reanimate deck is here, for comparison:http://www.mtgvault.com/vikingincarnate/decks/bw-angel-reanimation/
The power you choose for this deck will really depend on how casual and/or inexpensive you wish to keep it. You can always push for an extremely powerful legacy deck following the format:4 aether vial4 master of pearl4 lord of atlantis4 cursecatcher4 meerow reerjay4 phantasmal image4 silvergill adeptfor land:4 cavern of souls4 mutavaultThen throw in whatever control you feel you need, FoW, Chalice of the Void, Spell pierce, daze, and maybe a Jitte or two for good measure.But, then, that's just the extreme. If you want to keep your deck more casual, but want to improve it, consider adding pieces of the above list to round out your deck.
No, probably not. Gelectrode + bonus enchantments or equipment would be undoubtedly more fun for all involved. One of the reasons that my deck has the "draw, wait, think, stare, say 'go,' repeat ad infinitum," problem is that I have to wait for training grounds, guildmage, and a damage spell in order to combo out and win. Adding in a little bit of control with a gelectrode will make the game much more enjoyable, as you can plink repeatedly when you cast spells, if you've got curiosity can draw, and so on. One of my roommates played a R-U 'plinker' deck (which is where I got the idea for the gelectrode and other excitement) that focused on indirect damage, and curiosity to feed Forbid as it's main counterspell. That deck was far more interactive than the R-U Guildmage permission deck that I ran.And here's the plinker deck, rebuilt as best as I can from memory:http://www.mtgvault.com/vikingincarnate/decks/ru-plinker/
Depending on what you want, I would start by removing 4 land, 3 spellheart, 1 keranos, and 4 Dissolve for 4x Scepter, 4x fire//ice, and 4x Rune Snag (or remand, but it's a little more $$) regardless of what you want to do with your creatures.If you want to run Gelectrode, you're probably going to have to start to move a little further from counterburn, which tends to be more of a draw-go strategy. for these changes, i would remove the 2 lightning strike, 2 cyclonic rift, 4 guttersnipe, 4 pyromancer, for 4 razorfin, 4 gelectrode, 2 basilisk collars, and 2 pemmin's (this would be in conjunction with the changes above for the isochron)alternatively, you could mix and match those changes.When I made my counterburn-type deck: (http://www.mtgvault.com/vikingincarnate/decks/ur-isochron-guildmage/) I chose Izzet guildmage as my only real creature and paired with training grounds.
Consider adding:4 fire\\Ice4 isochron scepterBoth of these cards help you keep card advantage, which can be very hard to maintain with a pure counter-burn deck. Because of this, it might be worth running something like windfall as well.Lightning strike can be replaced with Incinerate, which is strictly better (and still cheap)It'd probably be better to run Remand, Rune Snag, or Daze instead of Dissolve, that 1 cmc can win you the game.Trickbind is amazing, worth sideboarding.In R/U there's always the option of going with plinkers (Tims) too. Things like Razorfin Hunger and Gelectrode can be combined with Curiosity, Basilisk Collar, Freed from the Real, and Pemmin's Aura to be little kill engines on their own. Just something to consider, it would also help out your win-condition situation.
First and foremost, get the deck down to 60. Absolutely essential.What legality/price range are you looking for? There's always ye olde Didgeridoo
Well, if you really want your deck to be invincible and impossible to beat, you have some work to do, and a nearly impossible task ahead of you. Just as an example, right now, Warped Devotion + Evacuation will hose you, and while this isn't a common combination of cards to run, it just shows how difficult it is to run a deck that can completely stall any other deck out.The easiest way to build a deck that does that is probably going the Stasis route with things like Arcane Laboratory, forbid, and Gush, but even then, you still need a way to win, and it would probably require a complete revision of your deck to be completely control-oriented.If you just want to get big creatures out that prevent you from losing, like you have, you could always switch to a deck that uses things like Elvish Piper, Quicksilver Amulet, Show and Tell, Hypergenesis, Jhiora, Eureka, Sneak Attack, or Reanimation effects to do the same thing, but you'll still not have an 'invincible' deck. If you just want to drop fatties that control the board, you can consider things like Iona, Jin, Linvala, or Empyrial Archangel to improve your board-locking ability. Still dies to Warped Devotion + Evacuation though.
And here's mine. It's a little pricey, but it's also pretty typical of decks I usually make:http://www.mtgvault.com/vikingincarnate/decks/mirror-entity/Went Esper with it. I wanted to see how it would play with Godhead of Awe
1-20 of 201 items