Guess you will have to use mind over matter then
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Nice. I forgot the dagger was a cantrip effect. This is the sort of combo that got mind over matter banned in the first place (mixed with prodigal and curiosity)
Thanks purkle. Sorry I should have mentioned, unlike the other megrim deck, this one is only built of cards I own, rather than wish I did, thats why there are a few cards I'd love to have four of, but don't. I play multiplayer mainly... distinct lack of ability to build decks fast enough for dueling, so yeah, this was built with multiplayer in mind. The clutches are indeed there to search for the Urza's guilt's more than anything else. I played another version of this once, and got a dream draw, droped a guilt turn 4 and turn 5 - with just one megrim in play, thats 20 dmg/life to opponants. Hymn's I dont have, but I dont know if they'd make it in, nice though they are, because they suffer from mono-black deck syndrome... they great on the discard, but are a dead card against a player who's emptied his hand
yeah, I know theres no defence, I was playing on the fact that the deck was for a one off and never play again- so no one knows what's comming. In the multiplayers I've played in around here, start dropping walls etc, and folks know you are stalling for combo, and hit you anyhow. However, if you play the innocent, and just look like you're getting mana flooded/bad draws, people take it a little easier. You'll take a few hits, but no one has the heart to kill you. Then you use the orrery's and quickens to do everything at one, half at the end of the turn of the guy to your right, the other half in you own go after untapping.
hmm, add 4 x Temple Garden 2 x Stomping grounds 2 x Overgrown Tomb 2 x Breeding Pool 2 x Forest and you have a workable 40 card deck
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