Alright! Some changes I'd make. 1• Switch disentomb for unearth, with your curve it'll do a lot better. 2• Take out the gatekeepers for pawn of ulamog which adds to sacrificing a lot. 3• Pull the skellys for mortician beetle (Totally awesome in a sac!). I hope this helps! Check out my sac deck if you have a chance http://www.mtgvault.com/ViewDeck.aspx?DeckID=132603 Thanks!
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Make an actual deck and don't spam the front page with this stuff!
Dude wtf?!
Thank you! Grave pact is a little slow but if I feel like it I can get it out turn 2 with dark ritual. I still haven't tested it yet though.
oh crap! I forgot that you want T2! Sorry! forget that I that dark ritual.
Try adding dark ritual for a turn 1 DoDG also you could use dash hopes for a counter in you sideboard... but if your going for standard those are NA. Check out my sac deck http://www.mtgvault.com/ViewDeck.aspx?DeckID=132603
If you want direct damage how about ball lightning/lightning serpent.
I know the feeling.
That's pretty insane! It's also a pretty good build. Only thing I might say is grave pact over the butcher, but that's up to you.
Sorry, you don't need to yell! How about bloodghast over skelly.
I'd add bloodghast, and dark ritual. Bloodghast over gatekeeper, dark ritual over doom blade. Check out my sac deck http://www.mtgvault.com/ViewDeck.aspx?DeckID=132603
Try Urge to feed. It really helps in a vamp. Also Check out vampire nocturnes, if you can afford $13 for each they are totally worth it.
You might want to consider grave pact, might pull demonic attorney for it.
Thanks! And yeah, pawn is a great help. I'll check it out but I think I already left a comment. I'll leave another though!
I think bloodghast over the skelly. Please check out my sac deck http://www.mtgvault.com/ViewDeck.aspx?DeckID=132603
Verdant catacombs or misty rainforest over evolving wilds. Entering tapped slows stuff down SO much.
Absolutely bloodghast! Also you might want to consider dark ritual… It'll speed things up a lot! Check out mine http://www.mtgvault.com/ViewDeck.aspx?DeckID=132603
Does anybody think I should add Attrition? And if so for what.
festering is just until end of turn, fumespitter is a counter… and the more I think about it I think I'm going to go with fumespitter.
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