Cipher Grave Control

by dynathy on 17 February 2013

Main Deck (60 cards)

Sideboard (16 cards)

Creatures (9)

Sorceries (2)


Instants (3)


Planeswalkers (2)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

The central theme of this deck is to get things in and out of your graveyard. Once you have some field presence, you can easily self mill into a psychic spiral for the win.

How to Play

If you can cipher your unblockable creatures in late game, you will be playing this deck right.

When going against aggro, side in for armored skaab, it will be able to stop everything they can put out until fifth turn+. It also allows you to get out a quicker ruinator, a card that will always put them on the defensive.

Second game, they will side for things that stop you from playing from your graveyard. Girselbrand, crypt gast, and your undead alchemist will still swing you through the game.

Deck Tags

  • Dimir
  • Graveyard
  • Zombie
  • Spirit
  • Standard
  • Tournament

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 3,516 times.

Mana Curve

Mana Symbol Occurrence

0281600

Card Legality

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

Deck discussion for Cipher Grave Control

Probably the cheapest deck I would ever bring to a tournament, it is definitely a curve ball.

I am open to suggestions.

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Posted 21 February 2013 at 05:40

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Increasing Confusion would go well in here I think.
Lose the Murders, Ultimate Price or Tragic Slip are both much better removal for cost effectiveness.
I would probably also take Invisible Stalkers over the Latch Seekers for the cheaper mana cost and hexproof.

You mention siding in Armored Skaab against agro decks. I wouldn't do this if I were you.
A fast agro deck can swing for lethal on turn 3-4 if they're very lucky, certainly on 4-5, so bringing out a defensive blocker on turn 3 is way too late to start dealing with agro.
What you need to be siding in against fast agro decks is fast removal. Namely Tragic Slips, Ultimate Price, Unsummon ect, or hard creature counters if you prefer (Essence Scatter).

Take a look at this (what I play) for an idea of what you might face in an agro deck: http://www.mtgvault.com/jack-miton/decks/rdw-standard/

Obviously it's hard to have answers to everything in your 15 sideboard cards but I figured I'd throw some tips in for dealing with agro.


1
Posted 21 February 2013 at 06:40

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I was told about the invisible stalker, and definitely considered him. I ultimately threw out the idea. What makes Latch seeker a bad card is also what makes him valuable. No one is going to let a unblockable 3/1 sit on the field if they can help it. I want Latch seeker to die. Since Pilar of (f)lame isn't seeing to much action anymore, I expect to see it searing speared. The quicker I can get latch seeker into the graveyard, the quicker I can use him for Ruinator Fodder. I will probably end up removing tormented soul in favor of invisible stalker, since I do need good targets for cipher spells later on.

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Posted 21 February 2013 at 09:30

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