Rustedbucket

18 Decks, 602 Comments, 80 Reputation

This deck is missing one of the key elements to successful LD, acceleration. Considering every red LD spell has a 3 CC or more, you should really consider adding in Rite of Flame, Pyretic Ritual, and/or Desperate Ritual. All three will help you churn out LD on turn 2 (something Black can do on it's own with Sinkhole).

With that said, I really question the need for black in the build. You have the nuts and bolts of turning this into a rather stable LD/Burn deck. Simply by swapping out some of the enchantments for Lightning Bolts, Shocks, and other fast board clearers, and then backing them up with some red Sliths and you're golden. Dropping red would also help you considerable in the mana department, as well.

To see what I mean, take a look at my Scorched Earth deck (http://www.mtgvault.com/ViewDeck.aspx?DeckID=154811), it's mono-red and dabbles in both areas incredibly successfully.

Or, if you're just getting in LD as a design, I have one other LD build that's quite unorthodox-ed that might suit your liking; Black/White, how's that for odd (http://www.mtgvault.com/ViewDeck.aspx?DeckID=177406)? It might help you ease into seperating black from this build into it's own LD build of itself.

Hope these suggestions help.

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Posted 27 August 2011 at 02:18 as a comment on Land Destroyer

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A couple of cards that would make this more fun would be Mind Over Matter and Sigil of Sleep. The Prodigal Sorcerer enchanted with a Curiosity fuels you for instant win ping damage, and the Sigil of Sleep with the Sorcerer gives you more bounce.

My "Tim's Curious MoM" deck does precisely that (http://www.mtgvault.com/ViewDeck.aspx?DeckID=145831). Take a look at it, you might see some ideas that you could implement here.

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Posted 25 August 2011 at 18:15 as a comment on Drakessss

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There's a couple of ways to get EW out sooner. You already have a few elements to accomplish this, but here are a few others....

Diabolic Tutor is a great add here, but consider replacing two of them with Demonic Tutor and Vampiric Tutor. Both will accomplish virtually the same thing, but faster (1B for Demonic, B and 2 life for Vampiric).

After that, simply reducing your card count will help increase the odds of you getting the EW into your hand. I see how you have everthing working together, but I really do question the need for the 'one ofs.' You might find better luck replacing some of the one ofs with some draw elements; Sign in Blood, even Necropotence, might help you tremendously dig for the key elements that you need.

Again, decent build! It's hard for me to offer cards to remove as I see why you've added the things that you have. You just need to find a balance as to what is essential versus what is icing.

When you get a chance, feel free to take a look at any of the decks I have posted here. They're older, but still loads of fun to play.

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Posted 25 August 2011 at 17:39 as a comment on Nameless Dread

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Looks pretty straight forward, but I would strongly consider replacing the Wastelands with a more 'R' mana base. One of the worst things to have happen is dealing with a Wasteland in the opening hand when it could be more beneficial to have a straight mountain to run burn ASAP.

I can't pull up the Banned/Restricted list where I am right now, but I know Wheel of Fortune was restricted at one point; you might want to double check to see if it still is. Even if it is, you can just increase the Browbeat count to balance the shift.

Slith Firewalker is also a decent consideration, if at least in the sideboard. They make GREAT threats on the board but requires you to alter your burn philophy to ensure that the road is clear.

Otherwise, great job. I know it goes without saying that a Mox Ruby and Lotus would assist in your speed as you're aiming for Vintage (hard to get a handle on, of course, though).

When you get a chance, feel free to take a look at any of the decks I have posted here. They're older, but still loads of fun to play.

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Posted 25 August 2011 at 17:30 as a comment on Vintage Burn

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This is the stuff I love to look at. Older builds with older cards with older mentalities.

Great make up with the constraint you put on yourself. Love the mana curve, too. In place of Ebon Stronghold, though, consider Lake of the Dead. It offers you similar flexibility. And for added flavor, Cabal Coffers will give you some fuel for your Drain Lifes (Lake of the Dead will help as well if you choose to add it).

My library pretty much consists of pre-8th cards. I've gotten in and out of the game a handful of times starting since Revised. If you get a chance, feel free to take a look at something of mine.

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Posted 28 June 2011 at 16:53 as a comment on Miller's Crossing

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Black Sun*, stupid phone...

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Posted 26 June 2011 at 16:32 in reply to #174963 on MBC 2.0

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Consuming Vapors can create awkward situations from time to time. Using it early as control could come back and bite you against the amount of creature-lite decks in both formats. That said, Black Sum might be a useful alternative, or at least a sideboard option, to help keep things calm; I actually prefer it over damnation as it can be biased to protect your Obliterators.

Otherwise, I agree with White, very solid. I love how MBC is shaping up. Keep up the good work.

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Posted 26 June 2011 at 16:30 as a comment on MBC 2.0

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Do what I do and just delete posts like this. When my decks make the top page, I don't like having them turn into billboards either.

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Posted 11 June 2011 at 13:27 in reply to #169676 on TES: The Epic Storm

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I actually thought about that. But would run Moment's Peace instead of Fog for the flashback.

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Posted 28 May 2011 at 19:06 in reply to #166570 on Get the Tweezers... v2

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Sowing Salt does pretty much the same thing, but it's for non-basic lands of which will generally only grab 2-4. Considering this, I didn't put too much investment into it as I can do the same thing with Splinter, but am typically looking to remove all their basic land. The hit the opponent takes to losing that much basic land is much more catastrophic than losing 2-4 non-basics, especially early on.

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Posted 28 May 2011 at 00:47 in reply to #166375 on Get the Tweezers... v2

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For being a first attempt at deck building, you did a pretty decent job. The first thing I look at in any deck is the mana curve, and most of your spells are at a 3 CC or less which is perfect. The first tips for improvement will be to reduce the card count to 60 to help stabilize the deck odds and continuity.

Sever Soul is the ONLY card you have a a 5 CC, and because of that, I would remove it without even second guessing it. Swallowing Plague will do the same things as Consume Spirit (which you're running 4 of) and can't be used to an opponent; I'd axe that, too. Barony Vampire is a dead draw, imo. He brings little other than the 3 power, considering this, removing him would be a solid choice and you would see little repercussions from doing so. Lastly, Vault Skirge, while a great card, plays against your 'vampire' theme; you could probably safely sideboard him in the event you need him in other games, but ultimately he brings little utility, imo. That makes a total of 8 cuts to bring you down to 58 in cards.

With that said, you have a couple of solid choices to add to bring the deck back to 60. Dark Ritual is one of those cards where there is no in between; you either play 4 or none. Adding two more to round out the playset would net you at 60. Otherwise, a playset of Feast of Blood is a no brainer here, adding two there would be an easy choice as well (and possibly in place of the GfTTs since they aren't biased like Throat is). Play around with your options.

Straight adds, though could come in the shape of Urborg, Tomb of Yawgmoth. This is an incredibly powerful card for you. One, it allows you to tap the Cabal Coffers for B mana in the event you get them too early (as Coffers SUCK in an opening hand). Second, they allow you to ramp, however small, the amount of mana your Coffers actually tap for, as they will count for swamps themselves. And third, it makes your Swampwalk creature(s) unblockable every game; U, ToY is a global effect, so every opponent will be at your knees when you can start firing them off.

Beyond that, this deck is missing some draw. Look to Sign in Blood or (my personal favorite, and best card drawing engine in the game) Necropotence.

I have a mono-black deck that you might like to take a look at. It's not a vampire deck, but it exploits Cabal Coffers with Consume Spirit while maintaining constant card draw from the aforementioned Necropotence. Take a look at it, there might be some things you could steal from it. Here's the link: http://www.mtgvault.com/ViewDeck.aspx?DeckID=86456

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Posted 26 May 2011 at 02:18 as a comment on Straight Outta Transylvania (Please Help!)

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For the most part, yeah, everything seems to be in order. Like I said, you could consider Thoughtcast and/or Thirst for Knowledge to help with draw, affinity staples like Ornithopter, Frogmite, and Cranial Plating might help speed up protection along the way, but as it is, you should be ok.

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Posted 24 May 2011 at 15:49 in reply to #165344 on Mirror mirror on the wall....

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Being experimental, and seeing as you're running the artifact lands, why not add in Thoughtcast? It's a no-brainer card draw for any artifact heavy deck, as is Thirst for Knowledge. Also, you could look towards Tinker and/or Reshape as they will put an artifact from your library into play where the Transmuter just does it from your hand.

Otherwise, I'm kind of concerned with your land count. Early on, Glacial and Halimar are a wasted land drop that slows you down. You might have better luck looking towards Adarkar Wastes, Glimmervoid, and/or City of Brass instead of those two. Darksteel Citadel could also fit in here nicely, as well. Between the Den, Seat, Citadel, and three of the two I suggested, you will find that your land drops won't slow you down.

Hope these suggestions help. If you get the chance, I welcome any feedback you can offer any of the decks I have posted here.

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Posted 24 May 2011 at 13:51 as a comment on Mirror mirror on the wall....

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Urborg, Tomb of Yawgmoth is needed here. Cabal Coffers, as good as it is, is a dead land draw in the opening hand. It stares at you, promising good things, but then dies out as it can't tap for mana and is more or less worthless unless you can activate it for 4+ mana. U, ToY will open it's flexibility a little, especially if it hits the board first, as it will let you tap the Coffers for black mana while you wait to really pump it up (plus, it allows the Coffers to count towards itself).

However, upon further looking, there really isn't anything here that really requires the Coffers. With most of your curve at 1 and 2 CC, with Dark Rituals in the build as well, the Coffers could be a dead draw regardless. Perhaps, then, consider fetch lands to help thin out the deck, or compliment the Coffers with Consume Spirit, Drain Life, or Exsanguinate (for multi player matches).

Hope these suggestions help. If you get a chance, I welcome any comments you can offer any of the decks I have posted here.

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Posted 24 May 2011 at 02:42 as a comment on Black Suicide

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Great minds think alike.

What are the odds....

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Posted 23 May 2011 at 18:36 as a comment on Deep Black

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That's a good call. Considering how MBC is shaping up, you will need GfTT in your main deck. They will also address the regular colored threats without bias. It's those pesky black creatures that need to be addressed. The Blades will cover arifact threats (especially the infecters) should you face up against them.

The only other thing to consider is Vampire Hexmage in place of Hex Parasite. Both will accomplish what you want, but the Parasite can be countered by Mental Misstep (which will certainly be in many/most/all Jace decks (and other planeswalker strat decks). The Hexmage is superior in my opinion because he's a threat to any counter card the second he hits the board.

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Posted 23 May 2011 at 18:34 in reply to #165104 on Deep Black

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I really think you'd benefit from a playset of Sign in Blood here. The quicker you can get into your deck the better off you'll be. Also, consider upping the total of Doom Blade or Go For the Throat and then sideboard one of the sets. Both are great obviously, but depending on what you're lining up against, one might be a better choice than the other without needing to stack them. Otherwise, a playset of Geth's Verdict and/or a second Black Sun would fit nicely here as well.

In regards to land, you might want to consider adding in some fetch lands to thin out the deck. Otherwise, Inkmoth feels a little out of place, even if you equip it with Lashwrithe the turn you swing with it.

Hope these suggestions help. If you get a chance, I welcome any advice you can offer on any of the decks I have posted here.

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Posted 23 May 2011 at 18:14 as a comment on Deep Black

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Red can help speed it up. Copperline Gorge and R/G fetch lands can help you have a mana base for speed. See it like this:

Turn 1: Copperline Gorge, Glistener Elf, EOT
Turn 2: Forest, attack with Elf, tap forest for Groundswell (making Elf 5/5), tap Copperline Gorge for Assault Strobe (giving Elf double strike), Glistener hits for 10 poison counters.

Adding red bring situational ability, I'll admit. But red will bring you some survivability in the form of Bolt and Slash as previously mentioned. They willl keep you alive and help clear the path for your infecters.

As a rule of thumb, I mulligan any hand that doesn't have a turn 2 infecter. Considering this, if you adopt this idea, you really don't need any acceleration, and can in theory, get your mana curve down to 3-4 or less throughout the entire build. Just another thing to consider.

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Posted 23 May 2011 at 18:00 in reply to #165070 on Poisoned Mudhole

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I know what you mean. But, to cut down the 'lose' games, consider replacing Diabolic Edict with Geth's Verdict from the new set; sure, it does the same, but we both know the added benefit of doing 1 damage will help on more than one occasion.

Also, if you can get your hands on some, strongly consider Nevinyrral's Disk. They play so well with Necropotence; when in doubt, push the button! It's presence on the board greatly discourages people from playing anything and that only means good things for you. Never be afraid to use it as long as you can back it up with another Necropotence.

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Posted 23 May 2011 at 15:44 as a comment on Self love

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You actually might want to consider removing all 4 Arbor Elves in place for more Giant Growths or Necropede/Ichorclaw Myr. Since you're leaning to the Myr, then the creature base might be more your cup of tea.

As far as other suggestions go, I'm surprised to not see Groundswell here. It's a for sure +4/+4 on a turn 2 swing from Glistener, really nothing to go wrong with that. You could also consider splashing red for Assault Strobe, Lightning Bolt/Flame Slash for creature control/protection. Teetering Peaks and Smoldering Spires bring interesting utility to infect.

Also, Overgrown Battlement (while slower than Llanowar Elves) will be better early protection from other speed creatures.

Hope these suggestions help. If you get a minute, I'd appreciate any insight you could offer any of the decks I have posted here.

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Posted 23 May 2011 at 15:35 as a comment on Poisoned Mudhole

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