Kelso's Sac Attack

by kchuebert on 01 November 2012

Main Deck (60 cards)

Sideboard (17 cards)

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Deck Description

50 percent of the time, it works every time.
Great multi-player deck, because it's normally not a target until it gets moving, and by then it may be too late.
Lux Cannons are very interesting with the Power Conduits... I was so sick of graveyard hate, and being generally impotent against enchantments and artifacts.

How to Play

Sacrifice creatures to build counters, gain life, deal direct damage to players and creatures. As long as the counters move, undying is formidable. Takes 3-4 turns to get moving, but escalates quickly.

Deck Tags

  • Graveyard
  • Counters
  • Ron Swanson
  • Undying
  • Creature-Based

Deck at a Glance

Social Stats

8
Likes

This deck has been viewed 2,223 times.

Mana Curve

Mana Symbol Occurrence

003290

Card Legality

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

Deck discussion for Kelso's Sac Attack

Generally I figure that if a card warrants being put in the deck. You should have 2+ of it. Any cards that have 1 could probably be taken out. You won't be able to consistently get them when you actually need them anyhow with 1.

The exception to this would be Planeswalker's, Legendary, or even world changing cards like "destroy all.." or "you win the game"

2
Posted 01 November 2012 at 17:41

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REMOVE
3x Wall of Shadows <-- you dont really need defenders, what you need is for your creatures to die. So block with them
1x Scroll of Griselbrand <-- Only 1 of it, and having your opponent lose the top 3 of their library is pretty unspectacular unless you can do it repeatedly, which you can't in this deck
1x Maalfeld Twins <-- Costs way too much for the 2 tokens you hope to make from him.
1x Havengul Vampire <-- Really doesn't suit your deck at all...
3x Mark of the Vampire <-- You really don't need this life gain element, 2 more Blood Artists you could gain life more consistently, and make your opponent lose life in the process.
1x Murder <-- Both Murder and Doom Blade should be replaced with Bone Splinters
1x Doom Blade<-- Both Murder and Doom Blade should be replaced with Bone Splinters
11 Total

ADD
1x Harvester of Souls <-- You should probably have a couple more of him, allows you to draw and have card advantage
2x Bone Splinters <-- Bring this to 4. Allows you to kill any creature, you have to kill yours also but they come back bigger with undying.

One thing you can do, which I had to do with my Blue/Black is reduce all of the 4's to 3's that would make alot of room.

2
Posted 01 November 2012 at 17:52

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Check this search for more cards that can "return creatures (from) graveyard (to) play"
http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&text=+[return]+[creature]+[graveyard]+[play]

2
Posted 01 November 2012 at 18:15

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check out Urborg Justice
sac all your creatures for the turn, then play Urborg Justice now your opponent has to sac that many

2
Posted 02 November 2012 at 03:14

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I let Katie play this deck against my mashed up rejects... I've never seen it work so well

1
Posted 29 November 2012 at 16:47

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Havengul Vampire was a 24/24 tonight

1
Posted 30 November 2012 at 05:32

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Nice deck!

2
Posted 04 January 2013 at 17:07

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Nice dick!

1
Posted 07 January 2013 at 14:24

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I really like the idea of using Power Conduit with Undying. I think you should take out the Sol Ring, Black Sun's Zenith, Urborg Justice and Harvester of Souls and use Altar's Reap, Hex Parasite and something like Plunge Into Darkness so you can sacrifice only your creatures with Undying.

2
Posted 04 January 2013 at 21:45

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Thanks for the input! The Power Conduits are really the key to the whole thing.
Sol Ring is an incredible advantage if I get it early, plus it's the one from commander with the awesome art.
Black Sun's Zenith can reset the battlefield if i don't like what's happening, or i can just pay 3cmc to strip the +1/+1 counters from my undyers, then have another round of sacrifice.
The Harvester comes out late, as one of the highest costs, but the late game card advantage is supreme! When ANY other (nontoken) creature dies, I can draw, and I'm killing off my creatures every turn. This essentially lets me keep a full hand, and toss what I don't need at the moment. Nothing like a late game mana flood to really piss me off. Plus, he's a great place to dump counters with PC. Deathtouch, mayne.
Urborg Justice, meh... I only have the one, rarely get it when I need it, If i get it, rarely need it... but every once in a while, it's the saving grace against some indestructable bastard, or an Elderscale Worm.... Plus, I love the "oh shit" look when it comes out.

Hex Parasite I tried, didn't work well.
Alter's Reap fits, might consider that. I think I have a few.
Plunge Into Darkness looks good. I'd never heard of that one. I like the lifegain (i forget to use Blood Artist's ability half the time), The cmc is low, it's instant, and only $.75 on CardKingdom. Thank you for the suggestion, I think I'll try it out.

1
Posted 07 January 2013 at 14:23

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Recent Changes:
Havengul Vampire for Rockslide Elemental: Faster, and Havengul almost never gets a hit on a player till he has +10 counters or so, plus, First Strike yeeeah.
Bloodflow Conniosseur for Carrion Feeder: Faster, and I never block with Bloodflow, too important to the Sac Attack mechanic.
(Maybe) Hound of Griselbrand for Pyreheart Wolf: Faster, plus im interested to see the block ability work... I'll miss the doublestrike... we'll see.

1
Posted 17 January 2013 at 14:29

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