Traitor's of the Damned

by dynathy on 18 July 2013

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (2)


Sorceries (5)

Instants (8)

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Deck Description

The Goal:
Get the sphinx to ring his chimes

The Means:
LOTS of apostles

The Fix:
Realmwright your islands to be swamps, and then crypt ghast them for an extremely quick rise of the dark relms. Hopefully by the time you dig it out, you've milled your opponent, and discarded quite a few shadowborn apostles to the grave.

How to Play

A reanimation mill deck with a lot of apostles...

Crypt Ghast: Mana ramp for black, because black gets all the cool cards. You'll never see a white card do this. Shoot, you'll never see a green card do this. Lucky black.

Lord Of the Void: He embodies this deck perfectly, mill you out and steal some creatures. Perfect demon for the job.

Realmwright: I love running him in my blue black decks, it allows for so much mana, that I'll need all the draw spells I can get.

Shadowborn Apostles: FOR WHOM THE BELL TOLLS, TIME MARCHES ON!

Sphinx' of the Chimes: Discard the apostles, draw some cards, discard the apostles, draw some cards, get your deck... play crypt ghast and realm write. Draw some more, rise of the dark realms. Yeah, with out sphinx' this deck doesn't work.

Xathrid Necromancer: You'll sacrifice those apostles eventually, so why not just turn them to zombies? You'll only rise once, so after that, you'll need to keep what you got. Or make them better.

Then, welcome to mill town with counter spells, draw spells and kill spells, that all mill them out.

Deck Tags

  • Shadowborn
  • Mill
  • Reanimator
  • M14 Standard

Deck at a Glance

Social Stats

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This deck has been viewed 1,805 times.

Mana Curve

Mana Symbol Occurrence

0163700

Card Legality

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

Deck discussion for Traitor's of the Damned

OH BABY. I LOVE THIS DECK, so many cool interactions, and it's freaking sweet! Honestly though, I would stick to one plan. Shadowborn apostle interactions with xathrid are sweet. It really depends what you want your wincon to be. I honestly think Dark Realms is the sweetest one, because you can get infi zombies. So this would need to be some sort of black control deck. Spectacle is okay, but the mana cost is too high for removal. I would take it out and put doomblade, or devour flesh. Far and Away is pretty sweet too. I would cut down on the creature count a little bit. Realmwright really isn't necessary. Pilfered plans is okay, but I'd rather have something like think twice to draw on your opponents turn. You'll also need more lands. Probably 24 to make it work. I'd have to look at it more to make a viable solution, but I like the ideas lol.

1
Posted 18 July 2013 at 01:38

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Eh, I wanted twenty four lands but if you think of it this way, 19 cards in my deck are one drops. I'll have no problem hitting my land, especially with all the draw potential.

Realmwright is essential, crypt ghast only doubles mana produced by swamps. So I'll need my islands to also be swamps. That'll give me the mana to drop sphinx of the chimes or dark realms if I need to. Grisly spectacle is a bit of a high cost, but'll put a few cards in the graveyard, and I'll get all creatures from all graveyards when I play rise of the dark realms. I can chump block as many creatures as I want with 1/1's but there is a downside to that plan too. Yet when you need to protect yourself, a 1/1 for 1 isn't as good as a kill spell for two, so I see your point.

I really do need more copies of xathrid necromancer, seeing as winning with him seems just a bit more reliable then a realmwright>crypt ghast> Sphinx of Chimes> lots of draw> Dark relms. So I might just drop grisly for two more necromancers. I also might replace psychic strike with more powerful mill cards, because this deck doesn't win with the creatures it has currently, it really needs to rely on creatures from your opponents grave in tandem. Re-animating a bunch of 1/1's, to sacrifice them to get a single 7/7 is devastating, but not good enough against some of the life gain you see in play tests.

It was a bit more stable with the zombie tokens, but it seems like I am doing it the LONG way around when you compare it all to Undead Alchemist, saddly, he's an innistrad card I believe. Tome Scour seems like a viable replacement, and some lower cost draw spells like, alter's reap, have been considered, but they all have downsides. I've seen powerful draws come out of quicken into a divination, so it'd work just as good with pilfered plans.

This deck will need to operate on very cheap spells so you can avoid having the usual 24 land. I'd like to see this run as low as 18 or 20. However, the current spread doesn't support that low of a curve. So your suggestion of adding two more land is a step in the wrong direction with this particular deck.

This deck wants as many apostles as it can fit, 24 would be PERFECT, but wouldn't allow you to do anything but sac and search. IF I could get it to about, say, twenty, you'd probably chime a few times per turn. That'd mean dropping down on some very vital cards. Seeing as, you'll need to put the sphinx on the battlefield as early as possible to do this, you'll need a way to double your mana. Again, why realmwright and Crypt ghast is so vital.

I've pretty much came full circle in developing something like this, but when it comes down to it, when it wins, it really wins, but when it loses, it really loses. Making a deck like this (in standard) stable will require some very unique ways of looking at how cards interact with each other, and a break away from the classic deck building structure.

Who knows, maybe the answer isn't this build at all, maybe the answer is with self mill and deathrite shaman?

0
Posted 18 July 2013 at 02:23

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