Creatureless Blasphemous Act

by Beowulf85 on 03 January 2013

Main Deck (60 cards)

Sideboard (10 cards)

Instants (4)

Enchantments (6)

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

My first attempt at a creatureless deck. It revolves around (in)direct damage.

The deck has been playtested successfully several times, since the combo only requires two cards and four mana (provided adequate creatures are in play) it usually goes off pretty fast and surprises all opponents.

If you ACTUALLY wanted to build this deck, I would suggest substituting shock lands for the Alpha duels, and possibly replacing the two ghostly prisons with two more propagandas (thus eliminating the need for a white mana source. You could also get rid of the four siphon minds to eliminate black, as they are really only useful in multiplayer.

How to Play

Cards like Collective Restraint, Ghostly Prison, Propaganda, Tangle, and Maze of Ith protect you from creatures.

Vesuva can copy any land you might need, including more Mazes.

The deck is filled with card draw in order to help you find your kill combo, Blasphemous Act and Repercussion. You can use Forbidden Orchard to put creatures in to play under your opponent's control if need be. Two creatures + Blasphemous act + Reprecussion = Game Over.

Early game - Drop mana and defensive enchantments, suspend ancestral vision.
Mid game - Draw cards while dropping all the mana you can, put creatures in to play under opponent's control until you get your win con.
Mid/Late Game - Kill everybody in one turn by dropping a Reprecussion and a Blasphemous act (should require 4-6 mana (3 red 1-3 colorless), and each of your opponents to have at least 2 creatures in play).

Deck Tags

  • Creatureless
  • Combo
  • Multiplayer
  • Blasphemous Act
  • Direct Damage

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 3,226 times.

Mana Curve

Mana Symbol Occurrence

2244120

Card Legality

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

Deck discussion for Creatureless Blasphemous Act

Edit - Removed 4 Brainstorm, added 4 Syphon Mind.

0
Posted 05 January 2013 at 03:48

Permalink

Meekstone may add to your chances of survival.

0
Posted 09 June 2013 at 15:21

Permalink

Talk about an infinite budget. For more recurring creature protection, maybe add an Isochron Scepter and pair it with Tangle? Pretty interesting combo (Blasphemous Act + Repercussion).

1
Posted 04 June 2015 at 22:18

Permalink

Thanks! Yeah, all my decks are hypothetical. The budget could easily be fixed by changing out the alpha lands with shock lands (or other dual/triple lands), which are still pricey but much more affordable.

I proxy these decks and just play them casually for fun, many of the decks I build are based around the idea of "how well can I get a certain card/strategy to work"? Hence the prevalence of Alpha and Urza lands in many of my decks, they basically just display the potential of the cards under optimal conditions.

Isochron scepter paired with tangle IS DIRTY! I like it... It would also serve to insure against a mass enchantment board wipe (though many such cards also deal with artifacts). The only problem is you have to tap it to activate it, and I generally play my decks in a multi player setting, meaning Isochron would only serve against the first attacker (that being said the same complaint could be made against Maze of Ith).

Out of curiosity, what would you remove from the deck in order to make room for Isochron scepter?

0
Posted 05 June 2015 at 07:08

Permalink

Personally, I would drop one Rhystic Tutor and one Gush to add two Scepters, as I would see more consistent protection a bit more valuable than a couple extra cards. As for the Scepter tapping, you could save it for not just the first attackers, but for the most threatening player. If it bothers you that much, you could drop another card (I would drop the other Gush) for a Voltaic Key, to untap the Scepter for another use. These are simply suggestions, and I don't know how well they would work out in this deck or how important Gush is to this strategy.

Sidenote: If you are truly aiming for optimal conditions, why not Ancestral Recall? If you are just getting proxies, the exorbitant price wouldn't matter xD

0
Posted 06 June 2015 at 01:05

Permalink

inzendium has deleted this comment.

Posted 06 June 2015 at 01:05

Permalink

^Double post^

0
Posted 06 June 2015 at 01:06

Permalink

I highly doubt this will ever work out with a manabase like that ... for starters, Cryptic Command has three blue in the casting cost and Gush requires you to bounce two Islands but the deck has a total of only 12 blue producing lands of which only 8 are islands and 2 of them need an island in play first (Vesuva). You are okay for the most parts if you draw an Orchard but you are relying way too much on it. If you draw a single Orchard and it gets destroyed, you are fucked. The Vesuvas should be fetchlands but even then ...
... I guess you did try to have 5 colours for Colective Restraint, right? But that's so much trouble just to maximize this one card. Especially since there is a proper alternative: Sphere of Safety.
There also is no reason to run 2 Ghostly Prison when Propaganda isn't maxed out yet, eliminating white. And as much as I love Syphon Mind in multiplayer, I don't consider it worth splashing black just for this card. Instead I would run green mana filters that help you getting the lands you need and/or accelerate.

But if you insist on keeping domain and white, may I suggest Sterling Grove? It's either a protector of or tutor for enchantments.

Alternative for Ancestral Vision: Mystic Remora. It fits well with your "taxing" theme and encourages your opponents to play creatures.

Stuffy Doll is an alternate win to Repercussion when you go B Act (although you'd need either two dolls or two acts).

1
Posted 05 June 2015 at 09:29

Permalink

Note: I have won with this deck several times when I used to play it in casual multiplayer on Cockatrice, so the mana base does work well enough though the deck certainly isn't beyond improvement.

Well said! Yeah, this deck is pretty thematic and I think I agree with most of what you've said. I built it a few years ago and I think collective restraint was a "let's see if I can maximize this effect" card, though even if I had 2 fewer land types it would still be very powerful. It is generally ideal to run as few colors as possible in order to simplify play and maximize resources.

Sterling Grove is a great card, I'm not sure why I didn't include it originally.

Mystic Remora synergises beautifully, and is even better in multiplayer! The cumulative upkeep is heavily offset by its low initial casting cost, and the fact that if people pay to counter its card draw it will mean that they won't have enough mana left to attack through my other defenses.

Mana analysis when compared to Gush (total cumulative mana spent vs effect):
Gush - 5 mana (or 2 islands returned to hand)
Mysitc Remora -
Turn 1 - 1 mana (casting cost)
Turn 2 - 2 mana (1 upkeep)
Turn 3 - 4 mana (2 upkeep)
Turn 4 - 7 mana (3 upkeep)
Sacrifice it somewhere between here and 2 turns from here, and I'm likely to have drawn more cards off of it than I would have off of Gush (particularly in multiplayer).

One of the reasons I like Gush is it can actually act like a mini mana accelerant (for one turn). Tap two islands, float the mana, return them to hand to play gush and draw 3 cards, put one of the islands in hand back in to play and tap it a second time. Ultimately this puts you one turn behind in lands but by mid game most people don't have more than one land in hand regardless. With the card draw, assuming you draw one more land, that means two more turns of playing lands before you're completely caught up and ahead of the game due to the draw. It's a mid game card (hence there only being two of it in the deck). No need to use it to draw early game as I'll still have cards I want to play in hand, and by mid game I have the means I need to play it.

Basically, with more than half of the lands in play able to produce blue I can't remember ever running in to a problem when it came to having the correct color mana in this deck. I always do an analysis of how many of each mana symbol appear in the casting cost of the cards in my decks and use those numbers to derive percentages in order to balance the mana available in the deck, and Vesuva/Forbidden Orchard really allows me to be more flexible. Omitting my opponent's lands (in multiplayer where it becomes more likely that someone is running the colors I need), Vesuva still has 10 targets in this deck to produce blue mana from.

You are right though, I could eliminate white and black and still have plenty of defenses in the deck to make the strategy go off.

I considered Stuffy Doll previously, but I designed this deck around the idea of it being creatureless and using enchantments to protect the player. Replacing Stuffy Doll would be powerful, but it would require me to have at least two in play for each player I'm against. Relying on repercussion means all I need is for my opponents to have 2 creatures in play. I think Stuffy Doll would significantly slow the deck down, though a Blasphemous Act+Stuffy Doll combo could work very well if one wanted to build a deck around it. I'd probably want to rework at least half the deck if I did that (though this deck would be a good basis for that kind of idea).

0
Posted 05 June 2015 at 10:21

Permalink

You've got loads of decks man, are there any you would like me to take a look at and drop a comment? You post really good analysis and criticism/advice.

0
Posted 05 June 2015 at 10:32

Permalink

I took a look at Sphere of Safety, and while I agree it does fit the theme well, I find its mana cost to be prohibitive. I need these defensive enchantments out ASAP to deter attacks, waiting until turn 5 at the earliest (when I would normally play either my win con, or a gush to get my win con) would throw off the pacing for the entire deck. This deck should win in 6-8 turns (ideally, though it could win by turn 4 if the mana/creatures fall properly and I can do a 1 mana blasphemous act) and throwing in a turn 5 card that does something that should be done by turn 3-4 just wouldn't play well.

As it is people usually have to pay 8-12 mana to attack me with a single creature anyway, and even if they can manage that cost there is usually a Maze of Ith or two to prevent that one creature from doing anything.

This deck goes through a few specific phases when it is being played. Early game is dropping mana and playing defensive enchantments, suspending Ancestral Vision in prep for mid game. Mid game is draw all the cards and put creatures in to play under your opponent's control until you have what you need for your win con. Mid to late game is where the win con goes off.

0
Posted 05 June 2015 at 11:09

Permalink

I really, really enjoy your way of thinking and expressing your analysis and choice of cards, so I am very interested in further cooperation and will happily comment/advice on all of your decks whenever I can find the time. You could do the same - just pick a random deck of mine and comment if you have the time. Over time we'll be able to cover everything. Usually I write in the description if a deck needs help (and almost always state WHAT kind of help). Despite, since we have similar styles and philosophy of deck building I am sure each other's decks are interesting enough just to read, bouncing off ideas here and there. But a deck I am somewhat stuck with would be this:
http://www.mtgvault.com/puschkin/decks/oath-of-thieves/

Back to this:
It is still hard to believe for me that the mana base actually works. Not only because of the coloured mana requirements, Gush and domain, also because you are running off only 18 mana producing lands and no other mana producers (no Sol Ring for example) even though the deck isn't the fastest. Most spells cost 3-4 mana and the cheaper ones are the card draw and instants that you need to keep open additional mana for. You *could* get away with that if you player in an environment that is a bit slower and where nobody runs Strip Mines, Wastelands and things like Vindicate that have the option to go for lands. In my environment it is way too risky to run mana bases that tight - because if you have *just* the mana in play that you need, smart opponents will happily blast a land of yours and leave you there helpless. Over the years I have learned to always put in 2-4 more mana sources than I mathematically need but since I also want to avoid being manaflooded those extra mana sources should be something that has an additional use (like those Wastelands) or can replace itself (cycling lands, Mind Stone etc.).

About Stuffy Doll: If this deck explicitly wants to be creatureless for the heck of it, then that's very fine with me :) It's actually my exptertise: To tweak decks within their themes without warping it into something different.

BTW, here is a deck of mine with Blasphemous Act with a very different approach that might get some lolz from you:
http://www.mtgvault.com/puschkin/decks/occ-selfawareness-trip/

1
Posted 05 June 2015 at 12:46

Permalink

It's true that 18 mana producing lands is a little on the low side, but don't forget to consider that there are 6 cards in here that give me card draw off of either one mana+suspend, or returning two tapped islands to my hand (as explained before, a mini accellerant). Slower decks tend to fare better in 4 person + multiplayer because people find themselves in stalemates of "if I attack him, then I'll be open to be attacked". Many of my decks optimize around that strategy, where I have some way of deterring others from attacking me until I can violently swing the game in my favor (my front page zombie deck is a good example, giving deathtouch/fist strike to everything while waiting for the proper card combo to suddenly make them unblockable).

What's more, my main deterrent enchantments only cost 3 mana, even with this mana base that isn't usually hard to achieve. Once you drop one or two of those enchantments (especially early game when few have mana to spare) almost no one wants to waste time attacking the guy who doesn't have any threats present on the field. Even if it takes an extra turn or two to get the third mana, you should be able to survive a few turns because no one wants to go all out against someone that early in multiplayer, where being overly aggressive can lead to being punished by other players.

While, yes, there is comparatively little mana in this deck, there is also no reason to cast anything at a cost of more than 4 mana. Even the one turn drop of the win con only takes 4 mana to drop both cards in one turn (remember again, multiplayer means more creatures, which lowers Blasphemous Act's casting cost very quickly).

However, as you said, we could theoretically do without the Ghostly Prisons, thus doing away with white and allowing room for two more mana. Both eliminating one color and adding two more lands would make it much easier to draw what you need expediently.

I'll take a look at those decks.

Oh, and thanks for liking how I think. Back when I was active one of the reasons I got 3 decks to the front page was because I always left decently useful comments on other people's decks, so they kept coming back for advice. Eventually I developed a small following for a while, lol.

It is worth noting that when I play casual I do allow people to mulligan for free until they have at least 3 mana in hand (also free mulligan if you have 5 or more mana, because being mana screwed or mana flooded isn't fun for anyone), and the majority of my decks require at most 5 mana to be effective at what they do.

0
Posted 05 June 2015 at 21:00

Permalink

Based on your advice I removed the 4 tangles and put in 4 more lands. I was thinking back to when I used to play this deck (years ago) and I can't think of a time I ever actually needed to play Tangle. Between people not being able to attack through the cost of my enchantments, and the deterrent of a free to tap Maze of Ith, I may have never used the tangles, so they are off to the sideboard. Instead there are 4 more dual land islands, because price doesn't matter...

0
Posted 06 June 2015 at 07:05

Permalink

If only repercussion was modern legal...

1
Posted 05 June 2015 at 13:53

Permalink

Simplest solution, put on your big boy pants and step out of the safe world of modern in to the scary world of, well, this. ;)

0
Posted 05 June 2015 at 21:01

Permalink

I have a modern deck that would love this card. Runs melira, blas act, and everlasting torment. It's on my profile if interested.

1
Posted 05 June 2015 at 21:36

Permalink

Link it, I'm lazy, lol.

0
Posted 06 June 2015 at 06:51

Permalink