I originally decided against, but I managed to work some back in.
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Thanks for good thoughts! I was unsure about Quest, so hearing it encouraged me to cut it. I think a good way to play this deck is to play as many cheap shuffles game one as an all-in combo, with counters in the sideboard. It will make aggro a harder match up, but it will have great game ones vs other combo and better game one vs control.
Please do! Then tell me how it went.
If I want a like from anyone for a budgeted deck, it is you sir.
Subject to how everything is going, one could try to force continuous land top deck. There are options.
I considered it, and it may end up that way. Thank you for the idea/reminder!
Thanks Jessie, I just want to share; when everyone shares, everyone gets better.
-3 Rampant Growth: without Rampant Growth, you have 19 2cmc that you can't cast turn 2 and you only have 4 cards that it helps you ramp into-3 Naturalize: sideboard-3 Alpha Authority: it's a dead draw when the creatures you have already have hexproof+9 creature boosters: consider Boar Umbra and Unflinching Courage, they fit into your 3cost slot and are cheap*The general purpose of hexproof is to prevent the risk of getting 2for1ed or 3for1ed, freeing you to boost up those creatures.
As is, I don't think I could suggest anything without playing against/with it. Nice work.
This isn't a long note, but consider:-1 Gravedigger-2 Cruel Feeding-1 Crypt Incursion-1 Feast of Dreams-1 Undercity Informer-1 Infectious Horror+1 Pharika's Chosen+1 Typhoid Rats+3 Skirsdag High Priest+1 Tragic Slip+1 Ob Nixilis, UnshackledWith x4 Bubbling Cauldron and x4 Illusionist's Bracers, your deck can do a lot with "morbid" abilities. If you wanted to take this a step further, you could run x4 both Pharika's Chosen and Typhoid Rats. Ob Nixilis, Unshackled is an obvious choice here as well; I would simply run more than 1 (if you can). Ob Nixilis will get rather large if you are trading you deathtouch creatures with your opponent's attackers or if you are using Cauldron. Lastly, I would only leave in Erebos's Emissary until you hammer out your deck more - the discarding and bestow help some but not enough to keep its spot. You aren't running a graveyard deck (and something like Gravedigger aren't enough to make it "really" good). A simple way of looking at your deck is this: 1) Put your deck into two even piles (the better pile and the less good pile). Don't just put all of your combo into the 1st pile! Judge each card on its own!2) Look at the second pile and ask yourself, "Why are these cards in my deck!?" If they are in the less good pile, then you obviously don't like them "that" much, right?3) Replace those cards and start over :P
Having played around with it some, I've personally found having both sac-able 1-drops is nice. The larger problem than protecting the wall is usually keeping a life advantage. Sacing a 1-drop after blocking helps things along quite well. If you wanted to rotate in Duress (which fits in well), I'd recommend looking at Bump in the Night first, and possibly Apostle's Blessing.
The easiest way to think about it would be: comparing it to cycling a card. You're simply searching instead. I'm glad you guys had a helpful dialog! It's always nice when there is more than just deck talk :)
Correct, it's simply a cheap search. 3cmc with no downside, and it can't be countered as a small bonus.
It was a joke, "do NOT expect me to edit this even if you sent some suggestions" ... but you are right, ritual is a fine choice for mono black
Maybe add one Black Lotus? I'm not sure what you would take out... it's pretty rounded.
Turn 1) Bile Urchin or Death CultistTurn 2) MindcrankTurn 3) Duskmantle GuildmageTurn 4) activate Duskmantle Guildmage, then sac le Urchin/Death CultistORTurn 2) MindcrankTurn 3) Duskmantle GuildmageTurn 4) activate Duskmantle Guildmage, then Thought ScourPlease read before posting.
I made an offshoot of it:http://www.mtgvault.com/spudshaver/decks/modern-goberns/I didn't want to post on your deck; I didn't want to highjack your post :P
On one hand, I do agree that Earwig seems like an easy choice to cut, but something that is overlooked when examining "budget" deck builds is how the deck evolves into a more costly one (assuming you build on it after playing it some). Earwig Squads main purpose should be seen as a turn 3 prowl, and assuming you went first, it allows you to remove a key card from worry before the third turn draw. However, having x3 of a card with "this kind" of purpose is a personal preference of mine :P
I was just thinking publicly :P
I'm wondering how you feel about:+1 Earwig Squad+1 Knucklebone Witch+1 Stinkdrinker Bandit+? Auntie's SnitchI only ask because they gain value as your creature weight increases; I'm not suggesting they are "good" ideas. I'm not sure what you would take out though, the mana curve is nice right now. Hmm...I do like it though!
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