Rot Farm selfmill

by ghost1443 on 22 June 2013

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

I really just wanted to play Rot Farm Skeleton on Friday so once I got home I built this deck I want to see him in a deck that wouldn't go out in september

How to Play

Test it out you just mill yourself to your advantage use deadbridge chant to get your cards back

Deck Tags

  • Budget
  • Rot Farm Skeleton
  • Millself
  • Graveyard Based
  • Standard
  • Block Constructed

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 6,521 times.

Mana Curve

Mana Symbol Occurrence

0036038

Card Legality

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

Deck discussion for Rot Farm selfmill

I think the simplest way to put it, you're taking the LONG way around. Putting creatures in your graveyard, especially if they have scavenge and dredge and things like that is advantageous. Yet you WANT the most for your mana in reanimation suits. Grave play is popular in standard right now, but not always effective.

Your scavenge cost are generally pretty high, sluiceway Scorpion is especially useful because it has a relatively low scavenge cost. I would run more of him. I would lose dreadbrige Goliath altogether, he'll sit in your graveyard, and will not be a very popular selection. I can see why you have desecration demon, the removal is nice, yet you may consider a few less, or possibly lose him altogether. If you want play from the grave, you need cards that help you do that. I would say the same for vampire nighthawk, but it is also vampire nighthawk. Experiment one looks weird here, although I can understand the necessity for aggro play. It is field wipe proof, it gets bigger when things come into play, but it does NOTHING when it's in the graveyard. It also doesn't interact with scavenge very well. Over all, lose him, free up some spots.

Run a grim flowering or two. The Key to this deck is to keep a few good cards on the field and buff them as you can with scavenge. So your creatures will be useful in the grave yard.

Run ghoul tree. It CAN be an 10/10 one drop with a good game. Usually in around 4 or 6. How many is up to you, but four would be a little ambitious.

Next you will need deathrite shaman, and plenty of them.

By the time you are done, varolz, the scar-stripped will not be needed very much, saddly, he doesn't really find a place here. Trade for an additional Corpse Jack. (Throw Varolz, the Scar-Stripped in your gruul blood rush deck, he'll be happy there!)

You won't need wildwood rebirth. Ever. You'll need more treasured finds. Look into Jarads orders, three or four if you can swing it. Use it to put a beater (moldgaf montrosity?) in the grave and deathrite shaman, or dredge mangler in hand.

Next thing you want to do is add unburial rites. So when you mill it away, you can flash it back using deathrites tap for any color.

What I mean by taking the long way around is currently, this deck puts cards into the graveyard, only to put them into your hand so you can play them later. It doesn't really give much use to the cards that are in there, unless you have a lot of mana. Which it would take to play the creatures anyway. Which means putting them into the grave just to scavenge them away, just puts you down on a potential creature you could have just put on the battlefield. I hope my suggestions capture what this deck is trying to do, and help you along your way. I don't mean to just build something entirely different then what you intended.

Any way, Lots of luck!

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Posted 23 June 2013 at 00:54

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Thanks I would use deathrite shamans but I can't affors them

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Posted 23 June 2013 at 01:42

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I just went 3 wins and a draw at fnm with this deck and took 2nd and in the pack I pulled a overgrown tomb and I got the new cackler

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Posted 06 July 2013 at 08:02

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Not gnna roll any Satyr Wayfinder? He's cheap, cheerful, helps fix mana and still block a guy.

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Posted 29 May 2014 at 00:36

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