plus you only have a few other targets that dark ritual could even help with, making it essentially a dead draw unless you get specific cards. just decreasing that consistency
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still need a swamp to play it, and underworld dreams in hand, and dark ritual. right? right? your consistency wont be very good. right? right?
you only have 9 lands that produce black. you will basically never be able to play underworld dreams in time for it to matter
Umezawa's Jitteyou will own the game with this card in this deck. it triggers on both sets of combat damage the double strike creatures assign
unfortunately this deck needs a little work. your fatty choices are a little out of date, and you have too many of them. also, you need some more lands. its imperative that you are able to throw down at least 3 lands by turn 3 so you can play buried alive if necessary. I realize that best case scenario is entomb and reanimate, but giving yourself more options will greatly improve the consistency of this deck. I also suggest some 1 drop blue spells that help you move through your deck. you don't really have anything to do early game unless you draw entomb, and they will help make this deck unbelievably faster, which is what it needs. you have too many reanimate cards. living death is too slow, and you don't need that many anyway. I would take out zombify too. you only need 10-12 copies of a reanimate card, and if you add in the blue draw, it will be the right ratio.check out my reanimator deck for some ideashttp://www.mtgvault.com/dknight27/decks/legacy-reanimator/
I know exactly what you mean
it is incredibly hard for me to believe that this won a world championship
the combo you set out wont work because it takes too many cards. you only have 8 max turn 1 if you go second, which means the only way to do it with the deck you have is swamp, tap for 1 (B). lotus petal, tap for 1 (1b, 1r). use the black, dark ritual (3b, 1r). use 2 black and 1 red for seething song (5r, 1b). use a red for mana vault (4r, 1b, 3c). drop 5 for master (3r). drop 2 for greeves (1r). Drop 1 for bolt (o).that's the only way to do it in your deck, and it requires that you go second.
Unfortunately, I don't think this idea can be realized in a deck. in order to drop a 5 cost early in the game you have to have mana ramp like crazy, as well as a means of searching out the 5 drop itself. this will make your deck overloaded with ramp, draw, and search. it has no way to protect the 5 drop once its out, and no other win condition if the 5 drop dies. all of this just points to the deck being very unreliable and not implementing its win condition very often. the 5 drop you are using is also really hard to get out because it is a duel cost, so a single ramp spell wont do it. you have to be able to generate both black and red off of only 1 mana turn 1, so the only way to do it in this deck is with lotus petal. this basically destroys the decks potential to hit turn 1, and thus gives the opponent more turns to respond. as this deck has no protection for the 5 drop, and no answers to the opponents answers, that's devastating. another problem is that master of cruelties cant actually win you the game. he can push you down to 1, but can never actually deal damage or finish the game. that means you only have 12 other cards in the deck that can actually win you the game if master manages to get off a direct shot. this buys the opponent even more time to respond.im sorry mate, I just don't think it can be done
you need more black producing land. 24 is too many anyway. you should have about 22 to fit your curve. this deck hinges on the 2-3 drop, and 22 lands should be ok for that. rescue from the underworld is a little too costly. you need a creature on the field, and since it costs 5 it will be a brick in your hand early game, which denies your ability to control the field like you need. 4 guttersnipe and 4 young pyromancer are good enough win conditions
unfortunately this deck is too slow to keep up with the things it is designed to combat. what legality do you want it to be?
unfortunately this deck is too slow. all of your silver bullets don't really justify their existence in the deck because they cost so much to lay down. 4 and 5 costs wont hold up to any faster deck that can discard, counter, or destroy anything. the theme of the deck is good though. find some ways to make it faster and it will hold up
unfortunately this is going too be too slow for legacy play. you don't have anything of substance to do until the middle game, and by then the opponent will have the game under control24 lands is too much. you will be fine with 22. also, dimir aquiducts is too slow and will hold you up a whole turn that you desperately needsurgical extraction is a better choice to sideboard. there are tons of decks in legacy that don't have essential combo pieces to take out, and can loose any number of cards and be completely fine, leaving you a card behind. that being said, there is almost no better card to sideboard in here
20 lands is good in here, and no fire blasts would be optimal. in legacy, you will almost certainly run into counter stuff, which will make it much much harder to actually pull off the 20 damage, and once this deck runs out of steam from no card advantage, its game over. I would strongly consider running 4 howling mines, which is perfect for in here. the fact that it helps the opponent is irrelevant cause you will be able to burn off whatever creatures they have time to lay out anyway.
fireblast is a bad choice in here with so few mountains. if the opponent has any answer, you wont have time to finish them off with a depleted land base and slim possibility of drawing your way out of it
correct. its colorless.
this deck is way too slow. by the time you accomplish what you want to, the opponent will have taken control of the game. and just so you know, drove of elves doesn't get pumped for forests, which are colorless
intuition is your best bet. it gives you at least 1 search option if you grab 3 copies. 4 ponder will help this deck a ton too. drift of phantasms is an option to transmute for the wizard, or intuition if you need splinter twin. it will slow you down a turn, but if you run intuition and drift of phantasms, you just went from 8 cards in the deck that help you to 16, which is a big difference. sensei's divining top might not be too bad either.
way to much of this deck is expanding on the main combo instead of protecting the combo. for example. phyrexian altar. you don't need infinite mana if you have infinite creatures. 1/20 times you will need that mana to tap out the opponents answer to your infinite creatures, but that's why you have a sideboard. you desperately need more search and draw options in here. the combo is hard to pull off without a way to move through the deck, and this deck wont do anything without the combo. more countering options wouldn't hurt either.
no problem
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