unless your playing against black.
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adding grave pact will do wonders for beetle as well. you can move 1 swamp and a liliana for 2 pacts.
it looks like the point of this deck is to lock down an opponent using contamination. Mortician grows with that sacrifice. Bloodghast, bitterblossom, et al, feed contamination and growing the beetle. the clamps draw cards on these creatures as well.
might as well replace fume spitter for nether traitor while your at it :PThen to top it off...remove 1 swamp and 1 liliana for 2 grave pacts
might as well remove the shocks, thundrous wraths, lightning bolts, guttersnipe, fire servant and brimstone for manamorphose, gitaxian probe, street wraith, and storm entity
along those lines, bloodghast would be a nice sacrifice, as well as skullclamper....but then again...that's what everybody does :P
since most of the cards in here are 4 or less CC, lake of the dead is a nice land to quickly get these guys out. Remove a couple bad moons and unholy strengths for a couple lake of the deads and crucible of worlds.
also as another win con...maybe throw in Eon Hub to really have no friends :P
now its legal :P. Nice deck.
2 ideas.1) if you add in Mind Crank, you can go infinite with duskmantle and any other one of your mill spells.2) If you add in Ghost Quarter, you get a quick activation for the trap. also, since you are not running fetch lands, it could help you fix your mana in a pinch.
Might as well add in Maze's End and change the lands to gates as a second win condition.Seems like you'll have the time and control to do it easily.
I would remove 3 demonic tutors, and add in grim tutor, vampiric tutor and beeseech the queen.That way, the card legality section will light up green under vintage and you will have a decent deck that does what you want, legally.:P
I am guessing this is modern which is the reason there is no nacatyl.I would replace either the bird or the arbor for a speedier 1 drop like goblin guide. Like maybe keep the birds (but add 1 to make 3), remove the arbor and one charm to add 4 guides.not sure about the Aether Vial either (I dont play modern, only legacy), but in a deck like this I would much rather load up on creatures, than worry about 1 being countered.Turn 1 KirdTurn 2 Goblin Guide/rancor hit for 6Turn 3 Turn 3 Flint Wood hit for 9 (if countered at this point/ another rancor on Kird or a burn spell and still hit for 9.Turn 4 Lightning bolt/helix/charm and swing for win.Aether vial seems like a missed turn in this deck when you could pop out a 1-drop a beat face.
It's fast and reliable because it uses restricted cards as unrestricted.But if you want to spend the thousands and have 'friends' that really want to play against it...more power to you.
I would lower the sunblast angel count to 2 (as you dont want to be holding it early game (or more than 1), and get a few more control elements. Since you are playing the colors, supreme verdict, oblivian ring, or path to exile type removal/control.
if your going to play multiplayer, think about using Guttersnipe. He really deals out damage to all opponents.
thanks. well put. That's what I meant. not the game rules, but the most recent card rules.
For the Manipulator, the rules supercede the card, so you have tap it.But yes, this deck could get annoying.
main deck should have 99 (commander makes 100)
I play a lot online, so I see the most randomness of decks. The living wish really makes it nice midgame to adjust to whatever deck I am playing against. They throw out a bunch of goblins, reach for a tabernacle. Infect, melira, etc.I could replace the werebear for tarmagoyf, and the ghost quarters for wastelands...but this is my real deck at the moment, so I dont have them in my possesion.
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