Life Gain Deck

by Proxy_one on 17 November 2011

Main Deck (60 cards)

Sideboard (4 cards)

Sorceries (1)

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Deck Description

The basic premise here is "Hungry Hungry Doomgape" with lifegain. Open to Suggestions on what to improve. This is still just a rough cut.

Deck Tags

  • Life Gain

Deck at a Glance

Social Stats

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Like

This deck has been viewed 1,202 times.

Mana Curve

Mana Symbol Occurrence

13033030

Card Legality

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

Deck discussion for Life Gain Deck

Introvertigo has deleted this comment.

Posted 12 December 2011 at 00:50

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A bit too much spread out. Since the deck revolves around you getting additional life, you just gotta ask yourself what cards are best suited for that purpose. For example, I'd say that Prismatic Omen is an overkill way to deal with mana screw for 3-color deck - I'd ditch it and redirect some of the budget to dual lands instead - maybe even those Zendikar Lands that would synergize with their life gain ability if you can deal with them entering the battlefield tapped. And since you have no direct way to kill an opponent's creature or to make an opponent discard, Sangromancer may end up being just a flying 3/3 with useless abilities and an unacceptably high CMC.

And since you're halfway there, how bout making life gain cards contribute to your offensive capabilities? I'd raise the number of Sanguine Bonds to four - and I'd maybe add a couple Felidar Sovereigns for an alternative win condition. Maybe a couple of Ajani's Pridemates would help in getting some muscle. There's no point in gaining a lot of life if you cannot use that life to beat your opponent :)

Since you have tons of small creatures that cause you gain life when a creature enters the battlefield, you should take an advantage of this and put more token generators there - maybe you could raise the number of Creakwood Lieges to four or to boost the token generation with a couple of Parallel Lives. Or maybe both.

Many of the green cards don't seem to blend in. Creeping Renaissance and Ranger's Guile would always be nice for damage control, but they hardly serve the primary strategy - maybe they should be in the sideboard instead? Same goes with Momentous Fall - why have a spell that can sacrifice a creature for life gain when your Doomgape does the same anyway?

I don't know a lot about deck building, but these are the ideas that I came up with. Hope there was some substance in what I wrote :D

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Posted 12 December 2011 at 00:52

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Any thoughts about kitchen finish or obsinate baloths? I like the direction the deck is going. I agree with introvertigo about more sanguine bonds. Academy rector can be good with fetching bonds when sacked to doomgape.

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Posted 12 December 2011 at 01:20

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