Draw, Heal, Kill!

by skittensro on 20 September 2009

Main Deck (60 cards)

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Deck Description

Awesome, Ehh?

Deck Tags

  • Fun

Deck at a Glance

Social Stats

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This deck has been viewed 1,334 times.

Mana Curve

Mana Symbol Occurrence

17261500

Card Legality

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

Deck discussion for Draw, Heal, Kill!

What does everyone think?

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Posted 20 September 2009 at 19:57

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You usually want to stay away from playing one-of's. I know it's difficult to find four copies of spells like Planar Cleansing, but your should at least increase the number of Ponders, Merfolk Looters, etc.

I would stay away from running life gain spells to start with, to be honest.

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Posted 20 September 2009 at 20:20

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I'm kinda new... What?

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Posted 20 September 2009 at 21:36

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Oh, you're new... welcome to the game, then, skittensro! I'll give you an explanation of my tips.

1. Many beginning players like to play one-of's (single copies of cards) in their decks. As you'll probably learn, your chances of drawing your stronger spells are too low and inconsistent. You want to play as many copies of your stronger cards as you can (the maximum is four). Good commons that you'll want are Ponders and Merfolk Looters.

2. Life gain is a stall tactic... you waste slots in your deck and give your opponent more time to set up by "wasting" turns and mana casting these life spells. Replace them with good countermagic and draw.

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Posted 20 September 2009 at 22:47

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Okay, I think even after hearing what you say, I'm going to keep it like this because why have a white part of the deck unless you want healing... and white black is often good because of cards like I.E. Howling banshee, and combos like Sanguine's Bond, so, Thanks but no thanks.

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Posted 20 September 2009 at 23:23

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Although I added more ponder and merfolk...

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Posted 20 September 2009 at 23:24

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I know your new to this but what you said above "Because why have a white part of the deck unless you want healing." Alot of the best decks (Disreagarding 5CC) Are either mono or one color. If I were you I would drop white. It isn't doing much in that deck to begin with and it will smooth out the mana-base, also I would add some nonbasic lands.
I hope this helps

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Posted 21 September 2009 at 09:57

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Also you want 60 card decks, the smaller the better.

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Posted 21 September 2009 at 09:58

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I don't want to drop the white part... I'm sorry... 66 cards is fine with me also

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Posted 22 September 2009 at 23:03

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is there anything I can do to pt cards BACK in my library im worried about running out of cards

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Posted 23 September 2009 at 23:53

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I can gurarentee that you will NOT run out of cards in your library. Do you really think that 120 turns are going to pass without any player winning or losing? The better your draw spells, the stronger your deck.

Listen to our comments, skittensro - we know what we're doing. 66 cards is too much. White doesn't play a theme crucial enough to your deck. Limit your deck to 60 cards and play Black-Blue for greater consistency.

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Posted 24 September 2009 at 00:55

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This is fin how it is... I dont understand your guys problems with it...

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Posted 25 September 2009 at 01:14

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please check out my goblin deck I like it better I think so I'd like to see how much you guys hate it xD

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Posted 25 September 2009 at 01:15

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We don't hate your deck, skittensro. Why would we? We're just giving you tips on making your deck better and on making you a better deck-builder in general.

If you're fine with the way your deck plays in your playgroup, then you can keep it that way. Please, don't take any of these comments as "attacks" on your deck. They're friendly suggestions :D

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Posted 29 September 2009 at 11:47

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do you know any cards that would work well with a Blue White Black drawing deck... like maybe a card that draws as many cards as you have in your hand, etc?

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Posted 29 September 2009 at 19:15

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I don't think so - the closest thing that I can find are Draw-7's like Windfall, but those are only good in combo decks. If it did exist, it would probably be REALLY powerful... (assuming its mana cost isn't too high).

If you want solid & fairly recent draw spells, try Mulldrifter or Cryptic Command (although Command is a bit pricy).

Older sets offer amazing draw spells. Fact or Fiction, Impulse, & Brainstorm are great choices.

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Posted 02 October 2009 at 23:53

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get rid of minion of the wastes.

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Posted 06 October 2009 at 18:34

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i would put in Font of Mythos, you can draw cards fast and your opponent will, most likely, have to discard

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Posted 06 October 2009 at 18:37

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Add archmage ascension

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Posted 13 October 2009 at 18:44

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