Kithkin Kill

by jYue on 25 October 2010

Main Deck (60 cards)

Sideboard (8 cards)

Enchantments (6)

Land (2)

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Deck Description

Comments/tips appreciated.

Deck Tags

  • Casual

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 1,201 times.

Mana Curve

Mana Symbol Occurrence

320040

Card Legality

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

Deck discussion for Kithkin Kill

Hi there.

I usually comment when I see people running Kithkin because i like them so I will give you some ideas to consider.

I see what you are doing with this deck but Kithkin doesn't really seem like the focus of this deck and I would either add more effective kithkin or I would consider cutting them.

Kinsbaile Balloonist is ineffective. He has a high mana cost and most of your creatures have flying so he really isn't helping you out much. If you want a way to keep Kithkin rabble from becoming blocked how about Griffin Guide or Armored Ascension or Whispersilk Cloak or just use brave the elements will keep him from being blocked most of the time. I would consider taking Fireshrieker down to two and add in 2 other powerful equipment just to give you more options.

If you want good flying kithkin for 4 mana try Galepowder Mage, his ability can be really useful for disruption, remove the biggest threat or removed a creature that has lots of enchantments or counters causing them to come back into play weak again.

If you are using Terramorphic Expanse to thin your deck out consider Marsh Flats. You take 1 damage but your land doesn't come into play tapped so you can use it right away. I also like using Flagstones of Trokair to slightly thin out a deck. It has almost no draw back and can be handy against land destruction decks. Also because of the legend rule if you play a second one they both go to the graveyard and you get to pull 2 plains out of you deck.

Another card good at thinning out a deck that also fits with the theme of the deck is Squadron Hawk. unless you go for more kithkin I would look at using this card. Or if you like double strike maybe try Skyhunter Skirmisher.

I think a better kithkin to replace Ghost Warden would be Cenn's Tactician. She gives permanent +1/+1 and lets the creature block additional creatures which is great with vigilance.
However the best kithkin 1 mana drop is Figure of Destiny and is a really great card.

Safe passage can be good vs certain decks but I would consider putting it in the sideboard and running either Holy Day or Orim's Chant.

Also I would take Unmake out of your sideboard in favor or Oblivion Ring which is one of the best removals in the game and you can target almost anything with it. Plus it gives you another white permanent for Rabble

A lot to consider and good luck with this deck I hope it continues to get better and better.

1
Posted 05 April 2011 at 20:49

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Thanks for the help! I really enjoyed your ideas and put most of them into the deck. It will be a couple of days before I can see how it plays but I have really high hopes. :D

Now my main concern is the land. I've always enjoyed my Kor Haven but with Galepowder Mage and Oblivion Ring I'm not sure if it will be needed anymore. I'm also unsure about Emeria, the Sky Ruin. I don't actually have them in my deck at the moment but they were something I wanted to get. I can generate 20 white mana right now but with only 12 plains, I'm not sure I could pull 7 out in one game for it to be useful.

Thanks for the comments and I always welcome the help/criticism. ^_^

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Posted 05 April 2011 at 23:36

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Haha wow yeah you defiantly took my advice. You've made some big changes here hope you are still happy with your deck because it will play quite different.

Since you are running Squadron Hawk and Marsh Flats the 2 Flagstones of Trokair probably aren't necessary. You can either put in 2 more Plains to help with Armored Ascension or put your 2 Sky Ruin back in. Sky ruin is a real life saver when you get to 7 plains but most of the time the game will be over or near over by that point. I do like the card though so its a tough call.

I love Kor Haven its a really great defense card. Galepowder mage only works when she attacks so you can't use it defensively. Oblivion Ring is mega powerful and because of that I would only use it on the biggest threats like huge creatures or planeswalkers or indestructible creatures or Platinum angel ect. I would leave it in because it still has a place in this deck and its great for blocking medium sized creatures without wasting spells from your hand.

I also would consider dropping your equipment down to 2 of each instead of 3 and take out one of your brave the elements.
That will leave you with room for 3 cards. I would consider putting back in 3 honor of the pure or perhaps to give you more creatures and to beef up at least your Kithkin you could try 3 Wizened Cenn. Beefing up your smaller creatures with one of those 2 cards will really help. If you don't like that idea you may find a place to put back in 2 or 3 or your hyena umbra because I think that card is really nice for its cost, it gives +1/+1 First strike and makes your creature temporarily indestructible all for 1 mana, so its worth a consideration.

Again good luck and I hope this deck wins you a lot of games.

1
Posted 06 April 2011 at 18:33

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For right now I put the Sky Ruin back in. It makes a lot of sense because my brother runs a vampire deck based off of Anowon, the Ruin Sage. I'm gonna give it some testing when Magic night roles around (in a couple of days) and play with it like it is and then also swapping in 3 honor of the pure.

Yes the deck has changed quite a bit but I am sure I will enjoy it. This deck was an evolved version of the first deck I started playing this game with. It started out as a U/B deck featuring some Sphinx of Magosi and Deathless Angel and counter spells. Part of the fun for me is watching it evolve. ^_^

Thanks again for the comments and I'll be sure to let you know how Magic night goes. :D

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Posted 06 April 2011 at 19:27

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