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afterlifelandfallcards that deal damage to each creature and player
Just a deck where you destroy everything on the battlefield and bring your creatures back to life afterwards. Tips and advice welcome. Will probably play in local modern tournaments.
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This unfortunately won't be legal in standard, but you can run it in modern.Off the bat, the major constructional problem I see is that this deck CRAVES mana and has no way to feed it. You've got no 1-drops at all, so you'll always be at least a turn behind in development, and that's if you hit all your land drops for the first 3 turns. God help you if you're stuck on 2 lands, cause you won't be going anywhere.The good news is, you can fix this problem extremely easily by swapping in some synergistic cards on the cheap that will speed you up, give you more advantage, and take some of the strain off your mana.Faithless Looting is an absolute must in the build. You can pick up a full playset for a dollar, it synergizes perfectly with your recursion, it has flashback, and you can use it turn 1 to put your build into overdrive. Imagine using it turn 1 to dump Bloodghasat and/or Skyclave Shade, then turn 2 pulling it/them back on the land drop. Firewing Phoenix is just too slow in the build. You need 4 to cast it and 4 to recur it, and that's just (ironically) not going to fly. Same logic with Kathari Bomber and Hell's Thunder. You're better off with cheaper/more synergistic unearthers/discarders like Scrapwork Mutt and Ashnod's Harvester. A copy of Kroxa, Titan of Death's Hunger would be a good one-of in here. It works much better with fetch lands and fodder, but a single copy would be an excellent topdeck.Infestation Sage is just a better Orzhov Enforcer.Than you can run stuff like Corrupted Conviction to take advantage of all your recursion and to keep the deck moving and hitting land drops (which you desperately need).Just some ideas to consider.
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I meant modern. Thanks for the tips, I have incorporated some of the cards you mentioned into the deck. Yeah mana always seems to be a problem in my decks.
Getting the mana curve where it needs to be is something I think every player struggles with for a long time till you're forced to adapt or die with it. Not trying to be patronizing here, just sharing my experience with learning the game. You've got to treat time (called tempo) and the things that mess with it (how much things cost/when they can be played/etc) as a resource that's as important as material (how many cards you have).The best way I can explain the whole thing is to demonstrate what I call the three-mana problem. You've got a powerhouse 3-drop critter, like Glissa, the Traitor that's going to dominate the field and win you the game with a damage clock. You spend 3 turns making your land drops and on turn 3 you drop Glissa and pass. During your endphase, opponent casts Lightning Bolt and your damage clock is gone. In that scenario, you did nothing for 3 turns while opponent had the option of doing something for 3 turns, only using 1 mana to end your threat which cost opponent essentially no time. If opponent had a 1 or 2 drop in that sequence, he now has the board and is going into his turn ready to rumble while you're playing from behind. You went 1 for 1 in material, but you're behind at least 2 tempo just because of how the mana cost worked out (1-drop instant speed vs 3-drop sorcery speed).Now, run that scenario except you have a 1-drop threat like Delver of Secrets // Insectile Aberration. Now you play it turn 1 and opponent either has to respond (if he went first) at the end of your turn or waste his turn on the response, putting you at a 1 for 1 in material but also a 1 for 1 in tempo. Now you've got 2 more turns to get something going and/or respond to opponent's plan rather than having to wait to drop your 3-drop threat only to have it be killed off on your own turn.