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With Easy-come Easy-go it's all about making your opponent's creatures easy-go while your spells easy-come. When out drawing and out casting your opponent you just can't lose. And when you hear the anguish of your defeated foes just shrug and say, "Easy-come Easy-go".
Blood Scrivener and Whispering Madness work well together. Cast blood scrivener and then whispering madness. This combo will double the amount of cards you draw. Use elixir of immortality to your graveyard back in your library and gain 5 life. Slowly knock off cards from the opponent's deck. Use your spells to keep the opponent creature less. Use Mirko Vosk, Mind Drinker as a death blow to get rid of all their lands and book of spells. Your goal is to make it to turn 8 with around 8 life. If you can do that then you're golden.
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this sucks
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i see the merits of this deck, while it will never win a tourney it is good for the cost to make it. Therefore I have to disagree that "this sucks."
Watery grave is cheap?
This deck as a whole is cheap also you can use watery graves for other future decks. Shocklands are an investment not an expense.
I don't know what the top standard decks are doing, however, put this deck against one of them or all of them and I'm sure it can hold its own. Thanks for showing love. When I use this deck it leaves people buffled. It's really shocking how well it works.
since you have a way to gain double mana i would add Mind Grind jsut to help with the milling.
Is this about milling?
yes thats what the win condition seems to be.
Can this really win?
Mind Grind could be a good add to this type of deck. Notion Thief working with Whispering Madness and Blood Scrivener, in theroy can allow you to draw your whole library in one turn; and then, use elixir of immortality to regain your library. Added bonuses of this 3 card combo is that it also keeps your opponent from drawing all but their one card during their first draw phase.
The interaction of Blood Scriviner and Whispering Madness will not double the cards you draw. You will draw 1 extra card per Blood Scriviner in play.Ruling on Gatherer:Any time you are instructed to draw more than one card, you draw them one at a time. For example, if you control Blood Scrivener and have no cards in hand and you’re instructed to “draw two cards,” your first card draw is replaced by drawing two cards and losing 1 life, then you’ll draw the second card from the original instruction. In total, you’ll draw three cards and lose 1 life.
Your right. However the combo with notion thief still works and I'm glad I realize this ill just drop that creature and put notion theif in its stead. That's the card I use any way. It also allow me free up some space in the deck. So far the deck works great. And 3 cards is still very good. In looking for a way to giving notion theif a more active role. That dude really shines. His only draw back is that he makes games very long when facing infint life gain decks but still every standard deck only has around 60 cards so no amount of life will save you from that.
Also you have to keep in mind say the other guy discarded 3 cards when you casted wishpering madness that would give you a total of 5 cards and if you had notion theif out that would give you 3 more cards. And say after you got you 8 cards you casted another wishper madness that's 10 cards pluse another 10 due to notion theif. Crypt Ghast makes casting 3 or 4 four-mana spells in one turn very do able. And you should have enough mana left to use elixir of immortality at the end of the turn, after you have to discard some cards. There is a lot going on in the deck so you keep track of all these thkngs.
How did u get 5?
Lol I know its a lot to keep track of. In the example I gave wispering madness was used and the highest amount of cards discarded this way was 3. So in the example above blood scrivener was in play. That gives you 2 cards because you have no cards in your hand and you're in a draw phase. So you get 2 cards because blood scrivener and then you draw 3 because that's the amount that was discarded due to wishpering madness. Some one correct me if I got this wrong.
Ok thanks I understand now
I don't see this doing well at all. If your opponent gets a shitty hand then maybe but saying that this can hold against top tier decks? I don't see that happening.
I know I have done well against the players I have player. However I don't know if those were tops decks I was facimg. The things is I tend to lose first game and come back. The thing that makes it work is the fact that most of the time I can get the game where I'm playing and drawing mass amounts of cards while keeping their hand empty and draw power down to one per turn. I don't care how good of cards you have or how skilled you are if you don't have any cards in your hand and can't get any cards in your hand, how are you going to fight back? As I play more games I learn more about the deck and I'm always twiking it here and there. I have lost matches with it when I started using it. However now that I have a understanding of the deck I haven't lost a match. I've lost a round here and there but not a round. Put this deck together and test it against your best winning deck. I bet you this deck will shock you.
Any good player will have a hand though because they will know how to stop your deck. The only cards that I see in this deck that make me get rid of my hand are Whispering Madness and Soul Ransom. I'm not saying it's a bad deck, I'm just saying that I don't think it would last against top tier ones I'll put it together though and give it a run.
There is only one way to stop this deck and to do that you need to switch in some really weak cards. And swiching these cards in will mess up the flow of a deck. The weakness is to attack the artifacts and exile cards in the grave yard. This is not an easy task and takes far too many cards you need to swap in. I had a guy that almost won me. He was using another deck that is considered weak by most. His deck was good at holding my grave yard hostage. Don't get me wrong any deck can lose. That is way I think this deck is able to win.
Well take it to FNM then.
I have I whooped ass. It was a shaky start though. Because I had cards in my side board that I should of have in my main deck. So it kind of made me lose a lot of my first games of the matches. But a consistent 2 game come back was the test that made realize I was on to something. I by mistake have 10 accounts. Or maybe more. You know the card they give you. I did draw one match but was because of the time limit. The other guy was play infinite life gain and given enough time I would have won that match too. Most of the guys were rooting for me and wanted to let the game finish. Lol but it was getting real late. Noramlly I offer draws when I know I got the game if the opponent is chill but wasnt going offer a draw to that guy. He was playing to win and nothing else, so I was going to give him a loss for his efforts.
To be fair FNM isn't really a good test of how good this deck is. The problem I see with your deck is that it requires a few turns to get started. Decks like naya blitz and other aggressive decks could potentially kill you way before you ever get to mutilate their board clear. You lack early removal which is what you need to survive longer. Your deck doesn't do a good job against control either since the only card that interacts with their plans is notion thief. That means you will probably lose the game against sphinx's revelation decks as well. You need to have disruption for them and you have zero in your sideboard as well. Honestly I don't see you winning against real decks. It does look like a fun thing for FNM though and it could do well there. If you really want to make your deck good enough to win against real decks you are going to have to address the issues I stated.
It does great againts control. As for fast decks they need at least 6 turns to get the job done. But turn four you should have 4 lands. It is rare that I don't. Soul Ransom does a good job of emptying the opponent's hand and allows you to draw cards. Players always seem to forget about soul ransom, it's a threat. There are 11 cards that can get rid of creatures. Also 10 cards, not including whispering madness, that help you draw cards so you can get to those creature kill spells. Notion theif is the control deck killer. Don't you realize this is a control deck just not the conventional type.
They don't need 6 turns. They can goldfish around 5 turns. By 6 you are guaranteed dead if you have nothing to their field. But turn 4 is a standard goldfish kill for aggro. Soul Ransom will not do much they will not discard their hand they will gladly still kill you through it. 2 notion thieves is not enough to consider your deck a control killer. You aren't even running Griselbrand with your crypt ghasts which would make your deck alot better.
When I'm playing either have a creature or two out by turn 5 and if I don't that means I have a handful of cards to stop any would be play. I sorry the deck is not to your like. That's is a shame however I assure you it is not as bad as you make it out to be.
I will make it simple. You're deck has issues against hexproof decks. Your only interaction is to play mutilate and try to block the creature. Mutilate can be countered. None of your removal hits geist of saint traft or invisible stalker minus mutilate. Elixirs of immortality and Mirko Vosk are honestly a waste of space. Vosk is weaker than Jace who should be in this deck. Elixir is more of a sideboard card and shouldn't be mainboarded. I also tested your deck against most of mine and I haven't really lost against it. There was a few close games don't get me wrong but the lack of quality removal is a reason. Honestly I would splash white and try adding more early game cards to help you. Stuff like lingering souls which works well with whispering madness. Maybe run Liliana of the veil.
If the decks you play against it didn't lose then you weren't playing it right. A hexproof deck is slower. Around turn 8 it doesn't matter what deck you're playing against. You want to draw cards over and over using the kill and creature removal spells around turn 4. On turn 2 and 3 you should draw cards or put a creature down. On turn 5 you should cast wispering madness, more so if you already have notion thief in play. Encode whipering madness on a creature, not notion thief if you can help it. So by turn 6 you should have a full hand while you opponent has no cards or almost no cards in his hand. Turn 6 play a creatur, or get rid of one of theis, or draw some more cards , or do a mixture of these things. Also cast another whispering madness if you have it in you hand. If you can get the creature encode with wishermadness do so and so it before you cast the copy from your hand. Turn 7 you should have been able to pick up an exiler and other very important cards, play them--keeping extra copies of the same card in your hand. Turn 8 now its down hill--control the pace of the game from here on. You can even attack with notion thief and if the y do kill notion thief that's when you start casing more than one whisper madness per turn. It will only take 2 turns of these to put most of their deck in the grave yard. It is not an easy deck to play. I'm the one that made it so of course I play it more fluently. It however does not match up well against non standard decks.
Hexproof decks move slow?? I have a hexproof deck that can win on turn 3.
I haven't played a standard hexproof deck that could win in 3 turns. This deck will lose when facing non standard decks. The standard decks right now are much slower so this allows decks that are slower to shine.
http://www.mtgvault.com/az88/decks/murican-auras/This is the deck I run that has a possible chance to win turn 3. Here is another version of it. http://www.mtgvault.com/az88/decks/bant-auras/
That's a really good deck. That's the same kind of deck I almost lost to at fnm. The 1st game you couldn't get Geist of Saint Traft until the 4th turn and that was the differnce. On the 5th turn I casted mutilate and than I sac Judge's Familiar forcing to use up the 5th mana. At this point I only had 1 life. Next turn you put down Silverblade Paladin I took that out on my turn and put down an exilir that I drew that turn. Then it was your decks turn again. Didn't draw a creature insteas an enchantment. So at this point I healed up 5 points and brought out notion thief. This was the start of the end. To make a long story short the deck lost the first game. The 2nd game Geist got out on turn 3 and that game was a win for the deck. Game 3 Geist never made an appearance and that was a win for Easy come Easy go. All in all if geist comes out on turn 3 for most part it is game over. However, any later and it becomes a battle for the win. If Geist never shows up it becomes an easy win for Easy come Easy go. All in all the decks match up well. I would have to say both of these deck have to be among the best in standar right now. When matching this deck against Easy come easy go I gave play to the deck each game. If easy come easy go is able to start one of the games then it becomes possible to win even if Geist comes out on turn 3.
Whether your deck is good or not, you just seem really arrogant, which is why so many people got on here bashing you.
Yeah you right I do seem that way. What do you suggest I do about that? You'll soo realize it will not matter what I do. In the face of conceitedness a humble guy like me is doomed.
I already suggested that you should run liliana's in your deck. They go with your theme. I also mentioned splashing white for extra options like lingering souls.
Hopefully the new set has cards that will give the deck a bigger edge. It needs it against the luck factor.
One reason this mechanic is good and bad is if you run against someone who damages you for drawing. I dont know much about standard, but my underworld dreams legacy deck would have a field day haha.
I don't think there are a lot of cards in standard that do that.
I only needed to take one look at this deck to get a good idea of how it would run, but hold on, let us not judge a book by its cover. I built the damn thing, and ran it against a few of my decks that do alright in competitive play. First thing I noticed, it likes three land starting hands, and there are far too many four drops. Everything below a four cost just draw's you cards. Which you don't need because you haven't played any spells to empty your hand until then. Even the slower control decks were dealing hefty damage before this had a chance to retaliate. My esper control build isn't THE top teir, but it's a great build. All the win conditions for that deck are five mana, you know, ghost council, and stuff like that. Esper likes plainswalkers, and they just tear this deck apart. You've already said you've handled giest of saint traft, but it's a threat through an through. Soul Ransom is a life saver, and you usually get to play two a match, but it simply isn't good enough. Combo off with lazav? Then it begins to work a bit better. Once the hand destruction begins, your deck is well on it's way to winning. Yet hold on, don't get too excited. People can still top deck good cards, all whispering madness seems to do is prevent. Most of the time, they draw more cards then they had in the first place, seeing as this deck keeps a healthy hand size. Notion theif fixes it but with only two... you might have one alive turn 6... maybe? That's all good and wonderful, when the combo is on the field, but what about removal? Whispering madness needs good cards to cipher too. 12 creatures make it few and hard to come by. You need a creature capable of dealing combat damage turn four, something with Trample, Unblockable, Protection, shoot... deathtouch! even deathtouch would be nice. If you have a creature still on the field by the time you start casting ciphers, you now have to worry about how you are going to protect that creature. Simply put, this deck can't. A dumb burn spell is usually enough. Good thing for you though, Mirko Vosk is victim of night proof. When it comes down to it, there ARE decks out there can kill turn three. That requires a good hand, and a fairly good draw. Yet most of the time, those aggro players aren't exactly truthful about how 'great' their deck is. Yet, this deck is JUST too damn vulnerable. I like nightviel specter in the sideboard, and the third notion theif. That set up seems to be a bit more reliable. Yet no mater what you'll do, you'll always fall victim to the bloodrushed ghor-clan rampager on the boros reckoner/ strangle root giest.Load up on augur of bolas, give that nightviel a spot mainboard, drop down on some of those copies of four drops, carry some healthy counter spells, and healthy removal or field wipe. Don't be afraid to splash some white for some quick spirits, and maybe your very own giest of saint traft. Nephelia drownyard for more constant mill is also nice. deathcult rogue isn't half bad at all. I'd lean more towards invisible stalker while he still is in standard though. Pick one, Pilfered Plans or sign in blood, run for of the one you like, and find some really useful 2 drop (snapcaster ;D) and run that instead. Play more Extort, and put those spells/ciphers to work! This deck as it stands is too slow to get going and once it does, it doesn't do enough to give you game in a competitive environment.
You pretty much summed up what I said earlier.
Did you really play this deck? I ask because you realize elixirs and the draw spell take the play of snapcaster and a better at too. Yeah most of the decks I face had got me down to low life in the first few turns. Some even got me down to one life. I've had gold, luck with it. As I said before it doesn't do well again non standard deck. In good I played casted over 10 mutilates. And that was just that removal card. Maybe I was just getting really lucky the games I have played.
You sir, are the greatest player in the world.
What? Were you the one that played me that game where I casted 10 mutilates and a shit load of other removal spells? Lol sorry bro it had to be done.