Price of Progress is a terrifying card to a player like me. Extraction and Tempo? Christ man, most of my tempo decks have ~A~ swamp! I've seen fellow extractors sideboard it for the Lands matchup though. As for the rest of the deck, I like it, it's very aggressive. How does it play? And how fast can it kill?
Permalink
I like it, but I think it is lacking a finisher, a real heavy hitting card. Correct me if I'm wrong, but isn't it common for Grixis control to run a Cruel Ultimatum or two for that purpose? Also, why Inferno and no Frost? I'm assuming the shift in extended towards easily ping'd wimps?
Vengevine is actually amazing in any format that uses Dredge, but I like this =]
Hahaha, thanks, glad you like it. As I said before, Living End is a death sentence to the opponent. My favorite play with it, though it might be overkill, is to play Pox just after Living End activates, then of course follow it up with a GIGANTIC Bitterbomb.
I actually have Pthisis in my sideboard, just haven't loaded up the finished list because, well, it isn't finished yet =P
"I beheld a White Horse, Hell was its rider, and Death followed shortly after."
Hehe, I love Nihilith too. Oddly, if you take its name as it would be in Latin, it means "of destruction/death". Clockspinning is great for lining up suspends where I want, both adding and subtracting time counters. As for Smokestack, it's good...but it sometimes it is overkill and harms me too much. A deck of this kind requires balancing on a knifes edge, and SS often pushes it too far over =/
I've gotten Nihilith out on turn 3 before, so honestly Grave Pact would be really redundant in the deck. The thing is, if I have Grave Pact, I lose the efficiency I have of playing either Braids or Curse of the Cabal. I love the card, but in this case it just won't work.
Suspended cards exist in a "suspend" zone. This means they are neither permanents nor are they in the same zone as "exile". I wish it wasn't this way, but I can't use Hexmage to do jack diddly with this deck =/
Hell yeah. I love just going "here ya go!" and the look on their face is always priceless.
Yep. Iso-Seek is probably my favorite method simply because it's so consistent. Extraction is called such because you "extract" out the opponent's key cards, preying on the weaknesses of their deck. Sometimes, if you REALLY know how to play extraction, you can leave certain cards in their deck that passively slow their deck down. That's called "mana burden" and I looooooooove doing this. Now, Bitterbomb refers to a combo with the card Bitter Ordeal. Basically you use a spell to make a huge gravestorm effect and follow it with a Bitter Ordeal. The "bomb" part of Bitterbombs is the fact that they're sudden blasts of deck exiling, versus Iso-Seek, which is much more consistent. A well played Bitterbomb can destroy someone's deck however. Extraction is my favorite deck type because it can adapt to basically anything, and it benefits from a player who really knows how decks work...something I pride myself on =] Also I love how much extraction completely DESTROYS combo decks, specifically storm (sorry WnB =P) Extraction's biggest weakness is Lands decks. Those decks that use like...30-36 lands. Very hard to extract anything worth while, very hard to effect lands...just hard to deal with. =/ The other 2 tough match-ups for extraction is "turn 2 aggro" which is a loose term for Goblins/Affinity and, believe it or not, other extraction decks! Extraction vs Extraction usually ends by who decks out first...they're intense... Hope that answers your questions =]
That reminds me, my "Nex est via et Reverentia" fearie deck is absolutely wrecking local tourneys I go to. I've lost once. Oh, and my poxtraction is that suspend deck. I uses Pox and CotC.
That's why I want to see what your interpretation of poxtraction will end up being. You've seen mine right? It's a much...safer version. I feel like yours is going to nearly kill you every time while ripping the opponent a new asshole every time as well.
Commented =]
I really like this design. Really, really like it. I wish I had something to add or suggestions, but I really don't. This is just a very well designed worm deck. I'd love to play against this. =]
Grave Pact would be a good thing to at least try in the deck. First though, I would shift up to at least 18 lands...Sac decks are often fast enough to run sub-20, but I'd want to be on the safe side until I knew how the deck ran.
Protip: You should almost never skip the attack phase. Try to skip the draw or main phase and attack early before they can establish a proper defense (If they have too many "layers" protecting them, the game is already lost). After that skip the main phase and draw some support and keep attacking, then when you have a good hand, skip draw again, play some stuff and keep pressing the attack. The smartest play I've seen against this deck seemed very counter-intuitive at first. The guy was hardly playing anything. In reality, he was protecting himself from a large Pox or CotC until he could confidently attack back. He actually won too, it was impressive.
Thanks =] Most people hate her =P
I don't either. If I see someone with a really cool deck, I'll tell them, and maybe try to make my own version. I won't just buy it though, that's dumb, and I wouldn't learn anything. I kinda have to disagree with you about the artwork thing. Sure, some old-school artwork is amazing, but a number of newer cards have excellent artwork.
It's a nice idea, but honestly just one quest is enough to be a game changer. I've had 3 out all active at one time, and that was just insane. Also, this deck murders in multiplayer because Ula says "EACH" end step. Yeah... Oh, and I don't own very many of the rev-duals...and the ones I do are the sucky ones (i.e. not blue =P)
3,181-3,200 of 4,539 items