So you play the Puca, then the Dreadnought, Dreadnought dies and Puca becomes Dreadnought? Heh!
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That gives me an idea-X-cost spells have X as zero in their converted mana cost...
This might be pushing it a bit, but what about playing Confusion in the Ranks?
Kazandu Tuskcaller lets you continually trigger the Packleaders. It's not a big deal, but I like to play Canopy Cover to protect the key creatures.
Pyretic Ritual might actually be worth it in a deck like this.
Copying a Cruel Ultimatum is always fun...
Maybe throw in a Darksteel Pendant or Ingot in your sideboard? Probably Darksteel Axe will also be a good idea once it comes out.
You're mainly going for the head, so how about some Volcanic Fallouts to hold off more agressive decks?
It might still be better to use Awakening Zone instead of Braid of Fire - keep in mind you can't use Braid of Fire in your main phase.
Arrogant Wurm perhaps?
I see...You probably still need some Blaze-type effects in there somewhere. Why is Drain Life in your sideboard if it's your win condition?
It's usually a good idea to pack some Unsummons in, as early-game creatures tend to slip through and wreak havoc with control decks.
I used to play Paradise Mantle with it, but if I'm swinging in with I usually plan to win it then and there. I may totally rebuild this deck with Proliferate coming out and whatnot.
Megrim is helpful, as well as perhaps Quest for the Nihil Stone. Rise from the Grave might be another way to win...
Chandra's Spitfire and Flame Servant would also work well in the deck, probably more so than either Arc Runner or Vent Sentinel.
Fair enough.
Protean Hydra is even more powerful with an Umbra, by the way; if its toughness is greater than zero, and it has no counters on it, it still can't be dealt damage.
Reminds of the Lich's Mirror/Rain of Gore deck that when an opponent loses the game, the keep losing the game ad infinitum. Bazaar Trader would be perfect for passing the mirror on.
Outside Standard, Bronze Bombshell would be really fun...
Painlands can get a land into play without slowing you down (eg. Evolving Wilds, Terramorphic Expanse); because you effectively draw out two lands with this, it means you're less likely to draw a land later in the game. Although in a deck like this, I would argue that the Expanses and Evolving Wilds are probably better, as you don't play enough early-game drops to disrupt your curve too much...
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