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The name says it all, and yeah I am aware there are a million decks out there just like this one, here is my first draft. This deck most likely isn't a contender for the MODERN format but that is where I would like to play it so I have taken a serious approach to the deck and especially to the SIDEBOARD. Here goes; 4x Rain of Gore 4x Vampire Hexmage 3x Lightning Bolt 4x Pyroclasm 1. Since this deck is all about doing lots of little damage fast to reduce my opponent to 0 RAIN OF GORE is here to prevent lifelink creatures from drawing the game out longer than it needs to be and destroying my tempo. 2. VAMPIRE HEXMAGE should be obvious, its here to kill Plansewalkers 3. LIGHTNING BOLT is simply here for added creature control or to speed up my kill by a turn if need be. 4. And finally PYROCLASM is here to keep me from being overrun by cheap aggro and weenie decks, its not a perfect solution but I think it should do me just fine. 4x 1B LILIANAS CARESS enchant, deals 2 damage when a card is discarded 4x 2B MEGRIM enchant, deals 2 damage when a card is discarded 4x B DURESS discard one nonland card 4x R BURNING INQUIRY each player draws 3 cards then discards three cards at random 4x BB HYMN TO TOURACH discard two cards at random 4x 1RB BLIGHTNING discard two cards and deals 3 damage 4x 1BB HYPNOTIC SPECTOR 2/2 flying discard a card when dealt damage 4x BB BLACK KNIGHT 2/2 first strike, pro black 4x RB TERMINATE destroy target creature, it can't be regenerated 4x LIGHTNING BOLT 3 damage to target creature or player This type of deck typically runs creatureless or as close to as possible so I would like to explain my choices. BLACK KNIGHT is here because, quite frankly, he gives me the best "bang for my buck" 2/2 for 2 mana and his has first strike and pro white, so he is good against weenie and white control. HYPNOTIC SPECTER is simple, he is a great source of continuous discard and damage. At the last minute I decided to swap out my LIGHTNING BOLT's for SIGN IN BLOOD and moved the bolts to the side board, sure that leaves me with less control but it gives me the possibility of drawing into the cards necessary for my combo and letting win in the early-mid game even with a bad starting hand. FOR MULTIPLAYER GAMES: At the last convention I attended I saw (and participated in) several large multiplayer games that included about six or so players (one even had twelve but I stayed clear of that monster) in a free-for-all bash. I did not have a good deck for such a game with me but while playing I couldn't help but think about how I could modify one of the decks I did have on hand to be a stronger contender in those matches. So here are a few cards I think I could swap out in this deck to make it a contender for a multiplayer game. Wheel and Deal Underworld Dreams Wheel of Fate Lore Broker The goal in such a game would be to survive long enough to get a Liliana's Caress/or/Megrim onto the field with an Underworld Dreams then pop either Wheel and Deal or Wheel of Fate to deal ridiculous amounts of damage to each other player. All the big multiplayer games I participated in were pretty casual and went into double-digit rounds so I believe I could pull this off, if however I fall in with a more competitive crowd. . . well then I can always find another table and play there.
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Was going through my land box tonight to put this deck together and realized that I should make an adjustment to my mana base, here is the original draft: 4x Blackcleave Cliffs 4x Akoum Refuge 4x Dragonskull Summit 10x Swamp I chose these cards because I had nearly all of them already (just lacking a few Blackcleave Cliffs) and because I think this gives me the correct multi-color balance to the deck. While pulling the Akoum Refuge's I noticed that I also have a full playset of Lavaclaw Reaches hanging out in my box.This card functions the exact same as Refuge's minus giving me one life but has the added bonus as being able to function as a creature with Fire breathing if necessary. Since this deck has very few creatures in it I decided to go with the Reaches instead so that I can have that extra creature in a pinch. If I am getting hammered by a creature and need to block to save my life or just to give me another beater to bring my opponents life total to 0 I think that the Reaches will prove to be the better choice and they don't affect the decks main mechanic or add any to the dollar amount I need to spend to finish building it.
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After changing the mana base I have considered swapping out the 3 Sing in Blood's (there to help speed along the discard/megrim-caress combo) for 3, or maybe even 4 Dark Rituals. Hypnotic Specter used to be a real terror because of the damage it could do starting on turn 2 when used with a Dark Rit, I also like the idea of being able to play a first turn Megrim, The big question I am trying to answer is what is most beneficial to my deck, early card draw or early mana ramp? Any input would be greatly appreciated. (Last few cards coming in this week and I will update after extensive playtesting)