Triple Kill

by Xander389 on 15 February 2012

Main Deck (61 cards)

Sideboard (13 cards)


Sorceries (2)

Artifacts (4)


Land (4)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Made a deck around Decimator Web. Everything else is designed to enhance the ability to win using either of the three conditions.

From what I've found through multiplayer (what the deck is really built for):

Death by damage is the easiest wincon to achieve, as was expected.
Death by milling is a close second. This is especially the case against control decks.
Death by poison is lacking, but has the potential. The poison currently in this deck doesn't facilitate counters well enough to really be a game-winner (lacking enough reusable proliferate.)

Land is not an issue mainly because of the everflowing chalices. Exsanguinate has won me the majority of games because of this mana ramp. Falling behind in health only to steal X (usually around 5-10) from each player (triggering any mindcranks on the field in the process) really helps turn the tide of the game drastically.

Don't expect to have a solid early game with this deck. It's not the best, nor is it the worst. The goal was to use one of my personal favorite cards from the Scars block (behind Steel Hellkite and above Ichorclaw Myr) in a more glorifying manner.

Ideas for the future:
-Adding in Contagion Clasp for a more reusable proliferate.

UPDATE 23Feb2012:
-Removed 3x Sign in Blood
-Added 3x Unwinding Clock
-Removed 1x Wurmcoil Engine
-Added 1x Temple Bell
-Removed 4x Swamp
-Added 4x Darksteel Citadel

Deck Tags

  • Experimental

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 2,034 times.

Mana Curve

Mana Symbol Occurrence

001900

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Triple Kill

Corrupt or consume spirit rather than exsanguate, remove the hellkits and add a wurmcoil, oh and add more lands

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Posted 17 February 2012 at 03:40

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I do appreciate the input, don't get me wrong, but in the times I have played this (multiplayer mainly), limiting my ability to spend only black mana on X just hinders me more (as the main mana ramp comes from the Chalices / Voltaic Key.) Wurmcoil and Hellkite are only in the deck because I happen to own the former (too expensive otherwise) and the latter is my favorite card ever. Thank you for commenting though!

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Posted 17 February 2012 at 10:07

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no worries! :) :) :)

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Posted 18 February 2012 at 03:20

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UPDATED 23Feb2012:

Removed cards that weren't being utilized as effectively as I thought they would on paper. As a multiplayer deck, this thing should stomp face if left unchecked for a couple turns.

-Exchanging the Sign in Blood's for Unwinding Clock really helps to use Decimator Web on each of your opponents during their turn (before draw, so they can see what would have been.)

-Trading out four Swamps for four Darksteel Citadel's lets the potential for more things to untap with Unwinding Clock. Also, only two swamps are needed to use the spells.

-Lastly, removing Wurmcoil (as recommended by Titus1104 ^^) in exchange for Temple Bell helps to speed up the mill and progress the deck into late game faster; where it should thrive.

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Posted 23 February 2012 at 21:27

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UPDATED 28Aug2012:

-Removed Contagion Engine and re-added Wurmcoil. The former is not in my Five Star~Blue Infect deck.

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Posted 28 August 2012 at 16:34

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