Some other creatures that may be good in here due to their ease of returning to play from the grave would be Gravecrawler and Bloodghast. They're both low cost and fairly easy to bring back.
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Thanks for the comment! I really love the emerge cards for this deck too. We have plenty of three drops to turn the emerge cards into excellent 4 drops. Right now the deck is a weird blend between agro and midrange and I'm going to try and find the right combination of things to make it really sing. I'm building it with Meta in mind so I want to make it at least have a chance against Bant company, which might be tough..
I dig the new new list! I'd like to see how it runs! I feel it needs to be tested at this stage to see how she runs
Also ensnaring bridge could be good too! Maybe a sideboard card.
Card recommendations:Big game hunter - probably just in the sideboardgrave scrabbler could essentially make faithless into a 3 cmc 2/2 creature that let's you draw two cards which ain't awful.dark withering - some madness removal, the only issue is that it's just realllllly bad unless you can cast it's madness cost.demigod of revenge - wouldn't be a bad finisher. very vulnerable to graveyard hate but could be worth a test over the aristocrat or in addition to.Grim Lavamancer - Probably better in the sideboard, but could definitely be fueled well with this deckThese are some utility cards to keep in mind for playtesting. I wouldn't necessarily throw any in right now but down the road they might fit into what the deck evolves into better. These are mostly based on discard which might not necessarily the direction the deck is heading.Cunning Lethemancer, necrogen mists - Poor man's Lilidelirium skeins - Could shut out opponent if behind, might be hard to cast madness off of this though but definitely not impossibleQuest for the nihil stone - probably not good enough to make the cut but if you can consistently keep opponents with dry hands might be worth an include down the road. This could actually be a potential win con if you went a more control route but it's hard to say if it could be any good or not.Rix Maadi, Dungeon Palace - maybe worth a one of? worth noting for future tests anywayrotting rats - can freely discard it and pull it back for another discard. probably better options for this type of utility though. Unearth actually has great synergy with aristocrat tooThese are all I have for right now. There's just so many directions you could take with this deck it's hard to know which one will run the smoothest.
Lightning bolt doesn't do much when you discard it..
Kolaghans command = instant speed madness which can trick some fools up. Especially if you have madness creatures which is fun!
Not sure how I feel about the aristocrat, we'll have to test it because without spirits or bloodghast she is pretty flimsy. I think she definitely could work, but I'm not sold. Also nightshade seems pretty hit or miss. I think if you can pop it off turn 3 or 4 it could get rid of something annoying but late game I think it's mostly an underpowered 4 drop. Also you are revealing your hand which is easily overlooked but can effect the game. Overall it's hard to say anything without playtesting since it is an odd deck. I'll try to look up some possible additions/replacements later on today
Probably want to put a few more fancy cards in to make the average price over $1,000. Otherwise I wouldn't change anything.
Some of those suggestions weren't serious, like we seriously should just start a band with Joven, he's not great, but he looks like he can party. and I meant it when I said that furnace dragon would be bad in your deck lol.
I'd cut the sylvan ranger, civic wayfinder, sakura tribe elder and borderland ranger and other creatures similiar to that for some better ramp cards. You should be able to find several cards for very cheap, obelisk of naya, sol ring, Cultivate, Kodama's Reach, Keeper Of Progenitus is great, it might buff your opponent but you can take better advantage of the mana boost with all of the huge creatures you can hardcast. You also want every Mayael active to be brutal for your enemies, and while Duskdale wurm is a huge 7/7, that's all he is, which to an opponent is much less threatening than if you brought out say Gisela, Blade of Goldknight or Avacyn angel of hope, hamletback goliath, angelic arbiter, vorinclex Voice Of Hunger, or Elesh Norn Grand Cenobite.
molten Psyche wouldn't be bad against most edh decks and also puts some of your cards in your graveyard, has good synergy with your deck. Too bad all (most) metalcraft cards suck lol. You might want to consider elixer of immortality too, not really needed but you can use it to save your graveyard if you have a lot of valuables in it. Aladdin should be put in here because not only is he semi-useful to you but he is also hilarious. Bludgeon Brawl should probably be added, it's pretty solid. Feldon of the Third Path would also rock the house methinks, especially because you could sac the tokens and get free artifacts back. Furnace Dragon would be really bad in your deck. Geosurge could be a good ramper. Goblin Tutor isn't great but it's fun lol. We should start a band with Joven. And that's all I've got. You've got a great list as it is, These are just some cards that I think should be considered.
Looks pretty fun! as long as you can protect Mario Andretti.
I haven't read all of the comments and I'm sure that I'm being redundant when I say this, but although you like the fact that evolving wilds thins out your deck, It most certainly does not let you win faster. Evolving wilds gives no card advantage at all AND it actually slows down your winning. I would rather have my predator ooze out turn 3 and draw a land turn 4-5 than have to wait until turn 4 to bring out the big money card in the deck, especially with a card that gets bigger the longer it's on the field. (also probably redundant) Your probably trying to keep it scars block free for rotation, but I suggest bellowing tanglewurm as a one of or a sideboard. He's an uncommon so he'll be cheap to acquire, no loss when he rotates, and he gives everyone intimidate. he's a game winner. (probably extremely redundant) Green sun's zenith
I'm not sure if I'm completely sold on hellrider in this deck. Don't get me wrong, I love the card, and there are times where he will shine gloriously in here, but with a low creature count I'm not sure if your getting the most bang for your mana in the four drop spot. I reccomend falkenrath aristocrat for at least a one of. that way you can traitorous blood, swing, sacrifice. Olivia is also awesome in control type decks. she pings weenies, gets bigger and can take control of big guys. than you just fling the guy they worked so hard to get out at their face to win. I also recommend zealous conscripts. haste, steal anything, it's good.
I feel like archwing totally goes against the whole manabarbs strategy, having to recast him every turn. I'm a huge fan of hellrider and would replace the dragons for a set of hellrider. I've never used the hound, but I could see things getting pretty sick if paired with the silverheart
after commenting I though that you might be going for an aggresive solar flare with the forbidden alchemy and the unburials. In which case I would increase the creature count or decrease the unburials by one, maybe two. In my opinion anyway
I think 4 unburial rites is too many, especially with only 9 creatures, and the images aren't 'prime' targets for it. I just think the main point is control and removal to lock down the game, then cast your big baddies, and if they get removed, then you have the one of or two of unburials to get them back. here are other things I would consider replacing them with. curse of deaths hold terminus negate go for the throat ratchet bomb basically control.. lol
I like the one of infinite reflection lol
also doesn't the game end in a stalemate unless your opponent scoops? since the triggers keep going and never end. unless an instant interferes anyway.
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