River of Blood

by BrianBell on 03 June 2011

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

my "throne of blood" deck just wasn't agressive enough. so here's the speedy take on it. should be much faster and more furious. comments, suggestions, and criticism would be greatly appreciated.
Enjoy!

Deck Tags

  • Aggro

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0026019

Card Legality

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

Deck discussion for River of Blood

I see you have fetch lands to get through your deck, but you pay life to do it. Another option you may consider would be the lands from Tempest. Remote Isle is the only name I can remebe off of the top of my head, but there is onle for every color and they have cycling. Unlike the lands that you have, which do not provide mana, and reqiuire 1 loss of life (which isn't a huge deal, but doing it up to 7 times can be) these lands actually provide man if you need it, or can be cycled if you don't, wuth absolutely no downside. Should be able to pick up a playset from e-bay for about a dollar.

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Posted 04 June 2011 at 00:02

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there are a number of reasons why i'm running fetch lands. first and foremost, read bloodghast. ya, that should explain why i'm running fetchlands galore. second is mana fixing, and third is deckthinning. the measly one life, as you've said, doesn't really matter, and considering i'll be using that to sack bloodghast again, it's a fare assumption that i'm paying one life to deck thin, give bloodthrone +2/+2 or scrying one, and possibly grabbing an extra 3/3 token from fresh meat. yes, it is 100% worth it. you say fetchlands dont produce mana. your right. but they imediatly become basic lands, which do. so i dont see what you're trying to get at. now, onto the tempest lands.
the tempest lands, first of all, come into play tapped. considering this is agro, that already means they're out. secondly, their cycling is for 2. 2 for draw a card!? no thanks, i'd rather through in the black or green whisps any day. but even then, why 2? there are better cycling lands, such as tranquil thicket and barren moor. once again, they come into play tapped, and therefore are not going into this deck. Now, onto the 3rd reason those lands aren't going in the deck. Legality. this deck is Type 2, or standard. it only uses cards from m11, Scars, and Zendicar expantions. so no matter how you slice the cake, those lands are absolutely TERRIBLE in this deck. but thanks for the comment.

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Posted 04 June 2011 at 01:35

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I only play casual, so as far as tournament legal, I apologize, that wouldn't make any sense. As far as aggression and land, your deck is already fast enough for sure. I also misread, Ctacombs. So many fetch lands require the new land to go into play tapped that I must have just assumed that this required the same action...based on that, you can't use the mana until the second turn with either choice, but with tempest you could get the second card on this turn (which might be a land anyways) but based on what you said, you are right it really wouldn't make sense to switch it out.

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Posted 04 June 2011 at 20:07

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