First Deck

by TheSkelemancer on 26 October 2016

Main Deck (61 cards)

Sideboard (0 cards)

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Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

2601900

Card Legality

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

Deck discussion for First Deck

Just a bit of advice: you might want to cut that converted mana cost curve. You have a lot of three-drops and four-drops and not much for the early game. Also, be aware that sometimes it is better to have three or four of the same card rather than three or four different ones. Think about what you want this deck to do, what cards are really important, and build around those. Happy Hunting!

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Posted 26 October 2016 at 21:28

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You definitely will want more lands in this deck, 19 is way too small for a 60, none the less a 61. Also, you can get some cheap dual lands and evolving wilds to find what you need. I'd probably cut the Nephalia Academy because the only cards that actually force pitches in Standard right now are Collective Brutality, Mind Rot, and some others I can't really think of right now, but the only one you'd probably see play is Collective Brutality. Typically a manabase for BW right now would be like:

24 Lands
4 Concealed Courtyard
8 Plains
4 Shambling Vent
8 Swamp

But if you don't have the cash for courtyards and vents, you can just play 4 Forsaken Sanctuary and 2 Evolving Wilds and add a Plains and a Swamp.

Going into the creature base, you really do have to sharpen down and hone in on what you want to do with your deck. A lot of the cards here are actually terrible for playing against another constructed 60 card deck, and most of it is because these cards are too high costed for what they do (Aegis Angel, Angel of Renewal, Skirsdag Supplicant, Cliffside Lookout) or you don't actually have the manabase to play them (Decimator of Provinces).

The same can also be said about your instants and sorceries, they seem to go everywhere but if you try to keep covering every angle, you won't be able to draw into what you really need because of not having any redundancy.

Let's say that you want to go into the Reanimator route with Haunted Dead, you'd want to look more towards ways of getting her into your graveyard, and find other cards that suppliment her effects.

14 Creatures
4 Haunted Dead - The main card of the deck.
2 Ghoulsteed - 4/4 beater that we can keep calling back to the field.
4 Prized Amalgam - 3/3 that we can discard to Ghoulsteed or Haunted Dead that comes back for free.
4 Voldaren Pariah - 3/3 Flier that we can summon as soon as we discard her for 3 mana that can sacrifice our creatures again to become a 6/5 flier AND force our opponent to sacrifice some creatures.
7 Spells
4 Sinister Concoction - A cheap spell we can use to discard our Haunted Deads and Ghoulsteeds to to kick off the deck.
3 Collective Brutality - An all around spell that allows us to do a lot of fun things for 2 mana and discard our main combo pieces.

Then you'd fill your last 16 slots with removal spells to disrupt your opponent.

You could do a lot with Black White, from aggro to lifegain, to control, swarm effects, you just have to find out what you want your deck to do because realistically, you can't cover every angle consistently.

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Posted 27 October 2016 at 13:24

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I might add that I don't totally agree with the lands philosophy here. 19 lands can actually be good, maybe this deck needs more, but I don't think it necessarily needs 24. I find 22 is often a good place to rest at, and when you have a really fast deck you can often go to 20 or 18, that's what I do for some of my best decks. Just... don't feel too confined when deciding land proportion.

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Posted 27 October 2016 at 22:16

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