REVISED v.1.1: +2 Decimator Web, +4 Septic Rats, -4 Pit Scorpion, -1 Killing Wave, -4 Indestructible Aura
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REVISED (v1.1): +1 Elixir of Immortality, +2 Simulacrum, -1 Feldon's Cane, -2 MartyrdomREVISED (v1.2): +1 Oblivion Ring, -1 Wrath of God
Practically triples ~~ ooohh :) ~~ the deck's pricetag, but what about a couple Endless Ranks of the Dead to keep churning out zombies just in case the game runs longer than a few turns.
Perhaps make room for a couple Serendib Sorcerer (T: target creature becomes 0/2). I run a similar Tim deck in B/U with a pair of Sorceress Queen (same ability)--works nicely for big creature removal, not to mention sparing the wrath of an unblocked attacker.
REVISED v.1.4:Token-hate and Earthquakes showing up in games I've been playing lately, so a couple minor defensive tweaks to deal with these threats.Added:+2 Castle, +2 Sundering GrowthMoved to Sideboard:2 Glorious Charge, 2 Pacifism
REVISED v.1.5Added: +2 Necrotic Ooze, +1 SwampRemoved: -2 False Demise, -1 Island
REVISED v.2.3Added:+1 Kraken's Eye, +1 Stormtide LeviathanRemoved:-1 Crystal Rod, -1 Merfolk Mesmerist
REVISED v.2.2Added: +1 Fathom Trawl, +1 Merfolk Mesmerist, +2 Merfolk Observer, +2 Mitotic ManipulationRemoved:-2 Merfolk of the Pearl Trident, -4 Merfolk Raiders, -1 Seasinger
REVISED; in spite of the "age" of its core cards--Tim/Assassin/Norrit--this deck continues to hold its own in one-on-one duels.Added: +2 Gridlock, +2 Murder, +2 Niblis of the Breath, +1 SwampRemoved: -1 Arcane Denial, -1 Icy Manipulator, -1 Power Sink, -2 Terror, -2 Twiddle
REVISED; dual lands and more tap-critter capacity for Assassin/Norrit fodderAdded: +1 Blustersquall, +4 Dimir Guild Gate, +2 Mystifying MazeRemoved: -1 Steal Artifact, -3 Island, -3 Swamp
Mirrorworks; yes, that'd work nicely.Well of Knowledge; I like the idea, but not that any player can take advantage of it. If its effect was one-sided, I'd be sold.
Time Sieve--good call! I'm also thinking Stasis would make a nice fit with the infinite loop possible via 2x Myr Galvanizer + 2x mana Myr.As well, plan to pick up a full play-set of the Mirrodin artifact lands once I can find them somewhere for a reasonable price. My usual online spot for singles is charging as much as $1.50 each; x20 land and the cost adds up quick. :(
REVISED v.2.1Added:+1 Scroll Thief, +1 Stormtide Leviathan, +1 Talrand's InvocationRemoved:-1 Howling Mine, -1 Thada Adel Acquisitor, -1 Phantasmal Terrain
REVISED ~ Pulled a Restoration Angel in a booster pack and it *had* to make its way into this deck; even at the expense of the Primadox theme.Added:+1 Restoration AngelRemoved: -1 Roaring Primadox
REVISED; better focus on creature removal.Added:+2 Icy Manipulator, +3 Royal Assassin, +1 Sorceress Queen, +1 SwampRemoved:-1 Feldon's Cane, -2 Vexing Arcanix, -2 Flood, -1 Twiddle, -2 Island
By the deck title, I assume Roaring Primadox is your key card. Suggestion: Take full advantage of the Primadox's upkeep cost and replace your vanilla creatures with others that have a "do X when it enters the battlefield" mechanic. For example, my Roaring Primadox deck bounces Geist-Honored Monk, Attended Knight for token generation and Acidic Slime for general-purpose destruction ~ http://www.mtgvault.com/digimage/decks/the-peoples-primadox-gw/
REVISED again after shopping for some budget-friendly singles. Still room for improvement, but already performing leagues better since removing the Bond Beetles and Timberland Guides (+1/+1 counters) to make room for Geist-Honored Monk (tokens) and more Acidic Slimes (destruction).Added:+2 Conjurer's Closet, +3 Acidic Slime, +2 Roaring Primadox, +1 Terrifying Presence, +1 Commander's Authority, +2 Geist-Honored Monk, +1 Intangible Virtue, +1 Oblivion Ring,+4 Wayfaring Temple, +4 Selesnya GuildgateRemoved:-1 Tablet of the Guilds, -1 Veilstone Amulet, -2 Bond Beetle, -1 Borderland Ranger, -2 Timberland Guide, -1 Fog, -1 Sundering Growth,-2 Crusader of Odric, -2 Bonds of Faith, -1 Cloudshift, -1 Reinforcements,-1 Rogue's Passage, -1 Forest, -2 Plains
REVISED to tighten things up a bit with what cards I have on hand.Added:+1 Veilstone Amulet, +1 Arbor Elf, +1 Sundering Growth, +1 ReinforcementsRemoved:-1 Nightshade Peddler, -1 Gnaw to the Bone, -1 Spidery Grasp, -1 War Report, -1 Prey Upon
REVISED; discard aspect removed with the exception of Vexing Arcanix which is too much fun NOT to play with.Added:+2 Meekstone, +2 False Demise, +1 Steal Artifact, +1 Power SinkRemoved:-2 Prodigal Sorcerer, -1 Time Elemental, -1 Arcane Denial, -1 Dream Twist, -2 Mind Sculpt, -1 Twiddle, -1 Swamp
Point well take re. creature removal. I added a Veilstone Amulet (because it's what I had and looked like it couldn't hurt), but definitely giving some thought to how I can keep those Primadox //engines// in play without worry.
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