PS: I have black splashed for Oona's Blackguard because it synergizes very well with the other rogues in this deck. The +1/+1 pump while milling your opponent's hand is very power, and gets a lot of extra work out of these weenies. She also functions as a chump blocker herself. If I manage to get a Bitterblossom or Oona out while this card is still floating about...it works very well. I'd prefer not to splash black, but with the lands I have it's of no consequence at all. It tempts me to replace Oona's Gatewarden with Oona's Powler, but I haven't yet.I'd really like to place search in here for late game utility, but it doesn't need it. What the deck really needs, is some improved draw mechanism. If I could efficiently add draw to this, it would be marvelous.
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I had ended up tweaking it immediately after making it. I agree that the CMC curve was a bit too high. It does work wonders even without Semblance Anvil. I keep Faerie Imposter and Familiar's Ruse in because I want a high reliability to bounce my board back. Thus far, I haven't had any real problems. It still needs tweaking to get its CMC curve lower still, but it's rocking and rolling in the meantime.
I am not sure I understand your comment.
Mistform Warchief would do very well in this deck. It makes your illusions cheaper, and gives you the possibility to permanently swamp an illusion for your opponents real creature. Mistform Wall is good for pulling this combo off.
Thanks for the comment. I haven't tested it, so it's only fast enough to not care for defense in theory. The constant barrage of powerful haste creatures taking no combat damage forces your opponent to block with everything or die. Mark of Mutiny allows you to turn their best creature against them--permanently if you have Teferi's Veil out. If for some amazing reason you haven't been able to completely overrun your opponent, cards like Breaking Point either clear your opponent's board or deal massive damage. Jokulhaups also garuntees a win so long as you have at least 1 creature phased out.
This is a pretty neat deck. Cheap and with an effective mechanic that is reliable and powerful. Well done.
Way too many creatures. Spells like Morsel Theft, Noggin Wack, and Knowledge Exploitation have incredibly cheap prowl costs, keep your hand moving, and decimate your opponent's life, hand, and deck. I'd consider adding some of those and removing your artifacts. Cantrip enchantments like Sigil of Sleep and Curiousity are also very dangerous when in evasive rogue decks.
No such thing. Your opponent will stuggle to cast a single spell, and when they do, they won't be able to afford paying the cost to prevent you from drawing. Given that many of your enchantments are reduntant, you'll be able to discard them without care so long as you have one in play. Ideas Unbound keeps your graveyard full, and your hand ideal. I think your Artifact recovery is very good. It will allow you to discard your artifacts without care, then get them back when you need them. Also, have you looked at Frozen Aether? It's just like Orb of Dreams, but costs (3,u) and only effects opponents. The extra mana hurts, but you'll more than make up for it in speed within a turn.
Oh, and -4 Island & +4 Halimar Depths
I would make these changes: -4 Wayfarer's Bauble -4 Mental Note +4 Ideas Unbound (UU; Sorcery; Draw three, discard three) +2 Amulet of Vigor (1; Artifact; Permanents you control do not come in tapped) +2 Rhystic Study (2,U; Enchantment; Draw a card when opponent plays spell unless they pay 1) I like this deck better than you blue/black version. Shimmer is an enchantment you might want to look at. It gives lands phasing, which is a MAJOR pain to your opponent.
Expedition Map allows you to search for any land if only fetching it is your concern. I think I prefer to be able to put it in play immediately rather than my hand though, so the bauble is probably better.
Not a bad pauper deck. Perhaps instead of using only two swamps, you could use a cheap dual land like Jwar Isle Refuge since things will be coming in tapped anyhow.
This is extremely similar to a deck I have. The major difference is that mine uses Dolmen Gate & board wipes when my creatures are phased out. http://www.mtgvault.com/ViewDeck.aspx?DeckID=282320
I did not know about Geth's Verdict, it is a better card. Thanks!
You deck seems solid, though I do have one suggestion. To help your haste creatures survive for more than one use, try Dolmen Gate. I have a deck similar to this, but I splash Blue and use Teferi's Veil to dodge end of turn & sacrifice requirements. http://www.mtgvault.com/ViewDeck.aspx?DeckID=282320
When I gave you that suggestion, I got an idea for a Manland deck using Tainted Aether. I would really appreciate some help with it. http://www.mtgvault.com/ViewDeck.aspx?DeckID=282122
I can appreciate a deck like this. You're using black as it is intended--brutal for everyone involved. I believe Tainted Aether would be very comfortable in this deck--more so than Temporal Extortion. While I love that card and use it in many of my mono black decks, I don't believe it helps you a great deal here. It could even hurt you if you Glacial Chasm is out. Other than that, it's difficult to make suggestions without radically changing the nature of the deck.
I have a friend with a deck similar to this, and it's pretty brutal. However, yours is much better from the look of it. Well done.
Perhaps some Polymorph?
Ouch. I've seen some treefolk tribals before, but this one looks very powerful. I'm not sure how it would be beaten other than classic blue bounce/denail--even then, not very easily.
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