+1Personally I'm running 2 [[Pestilence]] and 1-2 [[Eternal Thirst]] mainboard. in combination, they work like a char, and [[Eternal Thirst]] can help you not to lose life when using [[Cuombajj Witches]]
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As your deck features mostly humans you could add [[Thalia's Lieutenant]]. [[Mentor of the Meek]] is a card I love, especially in slower, more control-ish decks. [[Kazandu Blademaster]] could also be worth a look.
+1[[Mwonvuli Beast Tracker]] can help you to tutor [[Dungrove Elder]]. [[Blanchwood Armor]] could also be worth a look, tough it would reduce the effectiveness of [[Collected Company]]
An activated ability is an ability that you have to activate manually and that has a cost, it reads "(Cost) : (Effect)". You can name [[Daemogoth Titan]] with the [[Pithing Needle]]'s ability, but as the Titans ability is a triggered ability, it won't have any effect. Effects you could block with [[Pithing needle]] would be [[Nylea, God of the Hunt]]'s +2/+2 ability. [[Selvala, Heart of the Wilds]] ability is a mana ability, so it wouldn't be possible to prevent this with [[Pithing Needle]]
+1Maybe [[Growth Spasm]] instead of [[Nest Invader]]? Gives you only 1 creature but allows you to ramp and activate the ability of [[Sporemound]] later on.
Did some test and further changes to the deck. I wasn't quite happy with [[Basri's Acolyte]] and replaced them with a single [[Silverflame Ritual]] and two [[Eternal Thirst]]. Eternal Thirst works like a charm with [[Skyhunter Skirmisher]] and Silverflame Ritual can boost all your creatures and provide them with vigilance if I'm able to activate adamant (Which should be doable most of the time)I also reduced [[Feat of Resistance]] form 4 to 2 and added 2 [[Gods Willing]] instead. [[Feat of Resistance]] is a good card, but I have either to few or to much mana and thus [[Gods Willing]] is a good option when I just need protection, and not the +1/+1 counter. Speaking of mana, as the deck is more white than black, I removed 4 [[Forsaken Sanctuary]] and added [[Evolving Wilds]] instead. I'm also thinking about removing [[Cave of Temptation]] for basic lands, or perhaps [[Idyllic Grange]]. Again, most of the time I couldn't activate the land (or I forgot about it) and if I could have done, the deck was winning anyway and it would have been overkill. Last thing I'm thinking about is changing 2 [[Read the Bones]] into 2 [[Village Rites]] as it allows me to sacrifice [[Martyr for the Cause]] to gain or [[Star Pupil]] to transfer counters. The deck now also has a sideboard it can use ;)
Thank you for the suggestion. Yes, I'm also a little...unhappy...with the performance of [[Charmed Stray]]. In theory it sounds fine, but you need a lot of carddraw, tutors or bounce effects to make them work properly. That's my problem, when building decks: tunnel vision. Read something about "+1/+1 counter" and forget about your experience with the card and simply throw it in. ;)I did replace it with [[Shoulder to Shoulder]]. [[Sparring Construct]] would have been another option, if I wanted to keep a creature.
[[Cathartic Reunion]], [[Illuminate History]] or [[Izzet Charm]] (versatility) could all be options for this, tough [[Izzet Charm]] wouldn't profit from Electromancer or Baral
+1With [[Baral, Chief of Compiance]] and [[Goblin Electromancer]] in your deck I would rather play [[Magma Jet]] than [[Shock]]. Draw/ discard, like [[Dangerous Wager]] might be another way to get enough [[Dragon's Approach]] into your graveyard.
Thank you for adding a description
I've played mill in some testgames against my benchmark decks and found it to be to slow in most cases. With enough control you can keep your opponents threats at bay, but you will still need some way to mill his library into his graveyard consistently. Personally I would rather use enchantments like [[Jace's Erasure]], [[Ghoulcaller's Bell]], [[urse of the Bloody Tome]], [[Millstone]] or [[Chronic Flooding]].[[Jace's Erasure]] works like a charm with carddraw like [[Brainstorm]], which also allows you to control your draws and gain card advantage.
+1[[Brimstone Trebuchet]] could be replaced with [[Firebrand Archer]] or [[Burning Prophet]]. Archer and Prophet would profit from your non-creature artifacts entering the battlefield, where Archer can deal more damage than the Trebuchet and the Profit provides you with some sort of card manipulation/ card advantage. If you splash blue you could combo with [[Retraction Helix]]: Use [[Retraction Helix]] on [[Nettle Drone]] and return an artifact (preferably something with zero mana-costs like [[Ornithopter]]) to your hand and re-cast it, dealing 1 damage via [[Reckless Fireweaver]] or another [[Nettle Drone]]
Thank you for the description. I hate to disappoint you on [[Soul Swallower]], but creatures, no matter what species/ subtype they belong to, only count as 1 card-type. From mtg gatherer (https://gatherer.wizards.com/pages/card/Details.aspx?name=Soul+Swallower)The card types in Magic are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal (a card type that appears on some older cards). Supertypes (such as legendary and basic) and subtypes (such as Human and Equipment) are not counted.Just be aware that [[Lightning Greaves]] prevents you from using [[Lure]] or [[Rancor]] on that creature. Personally I would only play 1-2 [[Acidic Slime]] mainboard, but have the rest in the sideboard as removal against threats. I would also put [[Fog]] into the sideboard and use some removal instea dthat let's you interact with your opponent and/ or his creatures. A card I learned to love, especially with green and trample creatures would be [[Ram Through]]. Personally I would use a different ramp-card than [[Greenweaver Druid]] as you have to pay 3 mana to get a 1/1 on the battlefield...which can be removed by anything, even a flimsy [[Shock]], before you can profit from it's {G}{G} mana ramp. [[Gyre Sage]] could be an option, as well as [[Rampant Growth]] or [[Arbor Elf]] (works very well in combination with [[Utopia Sprawl]]) or [[Elvish Mystic]]. Some further suggestions on Cards that could fit into a stompy deck:[[Strangleroot Geist]], [[Blessings of Nature]], [[Hunger of the Howlpack]], [[Blossoming Defense]], Garruk's Companion, [[Dungrove Elder]], [[Adventure Awaits]], [[Lead the Stampede]], [[Winding Way]] or [[Aspect of Hydra]].
Your latest decks could need some deck- and how to play description as well as some deck-tags.
A short deck- and how to play description, as well as some deck-tags, would be a great addition to your decks. If you don't know what to write in a description, I've tried to sum up the important parts in this article-deck:https://www.mtgvault.com/muktol/decks/why-you-should-add-description/
[[Archive Trap]] was never reprinted, and cards that are available in a single expansion only get more and more expensive over time. You have a demand for such cards, but not enough to meet this demand. High demand, low availability = High prices.
Rogue beatdown+mill also seems plausible from what I've seen.
Thank you for the suggestion. Back then I did use [[Invisible Stalker]] instead of [[Blighted Agent]] because I felt that the protection would be more viable than having infect directly on a creature: Nowadays I would feel that the Agent would be more useful as he doesn't need [[Phyresis]] to be a threat and I have enough protection in the deck so that he should survive. The problem with [[Archive Trap]] is that it's expensive ($-wise. I know that I didn't tag the deck to be budget. )
The basic idea of this deck was to mill my opponent a little bit, just enough so that [[Nighthowler]] becomes effective... and then beat the heck out of him using something unblockable, preferable enchanted with [[Phyresis]]. I haven't taken a look at this deck in a long time and, who would have guessed, there are new cards that would fit here very well, like [[Shadow Stinger]] or [[Sphinx's Tutelage]]. Drawback on Sphinx's Tutelage is that you cant search for it using [[Dimir Infiltrator]].The problem I see with all decks that use a split strategy, like mill+infect, is that you can't focus on a single strategy and thus weaken your own deck. The question is how good the second strategy can overcome those weakening and thus make the deck good enough to be played. For example (in my opinion) mill+beatdown normally is a horrible combination. Mill needs to remove 60+ cards from a library to win while beatdown "only" needs 20 lifepoints. If you can't focus on a single strategy then you will mill some cards, remove some of your opponents life, but not enough of both to secure you a win. If you use mill to increase the power of your beaters then this strategy-split can become viable. So the real question is, how can deathtouch help mill to become more powerful? It can buy you some time and perhaps some dead creatures in graveyard, if your opponent is willing to attack when you have a deathtouch-creature on the battlefield...which most opponents I know wont.
If you don't need the lure and trample part of [[Enlarge]] the you could use [[Might of Oaks]] (costs {1} less) or [[Prodigious Growth]] ({1} more but permanent enchantment).
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