Fontain of youth actually works pretty well. It's 0-cost is pretty good against certain modern strategies, like discard, and when People in pauper plays lifegain, burn switches to rakdos to compensate. The 0-cost means you get to play stuff like innocent blood and chainer's edict, allowing you to focus on the creatures that hit harder than the burn, then, when you start to feel the burn, you Will have the mana to both gain life and cast more disruption.
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Evincar's Justice, which belongs to slow matches, and aggro is fast and frequent.I've had My own experiences With the card, during My halfdeck games, and it got cut.I also experienced that one [[Fontain of youth]] and one [[brush with death]] was close at getting modern burn, alone.(In my Premodern pauper halfdecks vs modern project) but part of the setup demanded 3-4 1cc chumpblockers.Thats why abyssal gatekeeper might dampen aggro.Fountain of youth was better than brush with death, so your campfire might be good too.
Abyssal gatekeeper Will stall burn a little.
One of the worst parts with testning is when there are a Lot of cool interactions that you want to cram into the build.It May be why decks like this develope slower than others.The 1/1's Will matter due to basilisk gate. I am refining my mutation methods at the moment.One Easy way to playtest mutations is to have a deck with 60 paperstrips That contain the Classical Deck on the strips, however, during games any card can be Played as multiple other cards, in which case you add a point to that card on the strip. Doing this Will perform 2 functions. 1: scoring cards on their actual usefulness in the deck when they are played as the original.2: showing which future mutations have the Best synergy with the deck as they Will score more points. One rule to Remember during this, is to Only have 4 copies of any card active on the paperstrips.
Knowing the deck 3 cards deep certainly lets you Know how Much to scry. You basically get to Bury all remaining lands.The trick is figuring out how Many spies it takes to optimize the process, and how many would be redundant because of the many scry cards...
Cabal initiate discards for a growth bonus. Going dread return means you can drop a 1/1 turn One, then two 1/1 's on turn 2 for a turn 2 reanimation. Putrid imp enables such a Play through discard.Seen That way, cabal initiate is a Much slower putrid imp. This is also why I advocate for thraben inspector and spore frog in the build. If the build is heavily focussed on creatures reanimating lotleth suddenly makes much more sense ;) It's also why I talked viscera seer.
I Think tilling treefolk and excentric farmer offers up Some Very different options in style And they probably shouldn't be mixed, but should have their own designs of the deck.Tilling treefolk would allow for a more landfocussed design, while the farmer belongs more to a dredge/reanimation style that can go with lands. The farmer is also more aggressive.Cabal initiale is also a putrid imp at 2 mana.
Sigiled skink was "THE" scry card for me, when scry started to enter the game. My overall approach was to have Enough burn That it Would always go unblocked, but I did investigate using ghoulcallers bell as a support. These days orcish spy Will be a rather powerful addition to such a deck.
The advantage of tortured existence is of Course the recursion Theme, But in case of graveyard hatred, the deck Will have to rely on board presence.Adding a dread return gameplan is basically to increase upon the One major weakness of the deck.In a few cases in the past, increasing upon the weakness can sometimes be an advantage, and this decktype is One of those That might benefit. To abuse dread return, you need a fast board presence, so I'm thinking that boarding the frogs is a wrong approach.Thraben inspector would likely be a A way to Play this safer, and considering That "murder at the manor" gives us inspector 5-8 some might go that way, and auramancer could yield Space for this. Adding viscera seer can also build towards a fastpaced dread return approach Another approach might be tukatongue zubera.Dont be affald to add more basilisk gate, but treat the card as a creature slot rather than a land, as it is tied to the creature theme. That way you will be able to design a more versatile manacurve.I would recommend a try at throwing in tilling tree or scaretiller to ensure That gates Don 't get lost.
Here it is...
[[Majestic metamorphosis]]Tadaa...Badass Surprise...Go get em. Their commons...[[Zephyr charge]]It's incredible what can be found with Some effort...
[[Shower of arrows]]Hits artifact, enchantment, flying creature and let you scry...So, if you put in Some effect that gives your opponent's creatures flying...
Unnecessary...
Take that...I recently did a pauper halfdeck version.12 apostle4 echoing return4 vile deacon10 swamp
Here's an idea.There are usually two ways these types of decks are done.One approach uses surgical extraction to remove the "more than 4 of cards" and then the rest of the deck is basically a combo,And the other approach is more like the above, though echoing return is usually a thing to add to the deck.You might want to try out building a version of the deck that has a transformer sideboard containing the other strategy. That way you can switch between these two deck variants based on which is best against your current meta.
[[Titan's strength]] is spelled with an ' in it ;)But your phone might try to write "tit"-"ian" cause that's what's written.Tit Ian...Tit Ian... I'm still giggling...I put it in a deck just to see. Worked fine so your phone probably misspelled it...
I think dragon rage chaneller could use more enchantments, and possibly one more artifact.Some of it could be brought in from the sb.How about a single copy of urza's saga ? It would aid two of your sideboard strategies.
Out of interest.Which cards did you carve away to make room for kiki/exarc?I'd argue that being a "secret combo" would make the deck faster, and that would mean that "slow" cards would be better to kick out.
Well I'm just precautions, and the chalice 1 is solid.The ramp through blood sun is intriguing.Has anyone figured out to build a marit lage blood sun deck? Play the sun, play the land, then destroy the enchantment?I would have guessed landcycling wouldn't be that impact ful. During 2018 most decks had 1-2 basics when multicolored. If people want to abuse landcycle that wouldn't change the view on dual lands much, and I doubt people would start to favour more basic lands. Curious...
Let's say you play control magic on turn 4 on the worst thing on the board, but your opponent then plays an even worse creature on turn 6. Then the chimera makes control magic into a utility card.Expending on the idea, a few cheap "draw enchantments" can make the chimera into a solid draw engine.Hubris is a onetime effect, while riptide chimera may be the ultimate key of making the blue enchantment halfback the one half that has synergy with all the other enchantment themed half decks.
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