And you may still have lots of fun! Not everyone listens to the voice of reason.And at times I'm more a voice of obfuscation!
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SPIKE67:I think the thing JOHN721 is asking is, has the deck seen actual competitive play against real modern decks and won more than half of what it meets :DI doubt that it's that good, because ANY instant removal can kill the combo by letting the ability granted by a knack or helix go to the stack, and while it hovers there they target sentinel and the removal resolves before the ability hits sentinel. Anyone splashing white (path), black (dismember) or red (random burn) will very likely be able to stop this deck. Even green and blue has the chance to stop it through arti-hatred or counterspells.JOHN721:The decks that are liked generally tend to be new discoveries, not necessarily new powerfull decks.
It was a joke :DSort of like saying "who are you?" to a legendary celebrity!
The best millcard out there is mind funeral, which mills an average 14 cards depending on what you meet. (Mainly decks with 22 lands. the less they play, the harder you hit, and most play 18 lands and fetches, helping you to hit very hard)Your first traumatize will hit at turn 5 where most opponent's will have drawn a total of 12 cards, meaning that they have 48 cards in their library, so you mill 24 cards.If we imagine a game where you have 4 of each played in a row, the traumatize mills 24, then 12, then 5, and then 2 for a total of 43. Mind funeral gets to an average of 14, 14, 14 and 14 equalling 56 cards milled.However since the mind funeral calculation has not yet included draws it potentially mills 68 cards...Mind funeral also hits earlier, and may be played at turn 3, 4, 5, and you can play two at turn 6 if you got the mana.This makes mind funeral the better card in many ways.Also it's a fact that plenty of decks has gotten top8 with mind funeral in them while no deck with traumatize has ever gotten top 8 as far as I know, and I frequently haunt top-pages for mill.
No problem :D
who are you?
When your deck goal is to draw cards like an insane villain, it is counterintuitive to have highcost spells, especially counterspells...So play stuff with cheap cost to really get a massive amount of ressources. Try out 4 judge's familiar instead of 4 dissipate. You may also add 4 cursecatchers on the expense of font of mythos or dreamborn muse. Also add 4 surgical extraction.Keep the fog bank but get rid of the door keeper, and finally add memory sluice (Will be great with the cursecatchers and familiars)...You could also use 1 more land to make the mana more reliable...
It's a long time since I've seen abrupt decay in a design like this :DIf the design does not work as intended I can recommend that you try out removing 3 archive trap and insert 3 noxious revival.Noxious will be able to give you extra abrupt decay, mind funeral or crypt incursion and has great interaction with snappy. It may also let you go more ld through ghost quarter and will double the number of hatred you can get from your sideboard.
The altar enables you to kill through mill if they have a leyline of sanctity.Phantasms can block or let you search for combo.Personally I'd cut 2-3 ornithopters.How about thinking down the lines of hurkyll's recall, and include more artisfacts?
Easy to say :D, but what would you remove to place them in the deck ?
Acolyte of Xathrid could be replaced by better 1 costs in either black or blue.I adviced the original owner to use shriekhorn instead of tome scour, and he said he would test it, then placed it in the sideboard.Change these two for a statistically direct improvement!
Ah, but I did think that spartan had the altar in mind, as lands are permanents :D This is a clear example of why we need to be clear :D
Remember to tell people WHY it wont work :DThe untapping instants only work on NON-lands.
Ancient stirrings can find whatever, which is why I suggested splashing green.I wonder if it Would be possible to build a mantlecrank/nettle hybrid ???By the way, has anyone else thought of putting it within a splintertwin shell?http://www.mtgvault.com/wickeddarkman/decks/nettlecombo-within-twinshell/
To put it frankly, legacy will rip you appart :D I've been playing mill "forever" even in legacy, and you will be dealing with decks that wins between turn 1-3.The meta is filled with decks playing either tasigur, the golden fang or gurmag angler which means that your mill will give them a turn 2 4/5 or 5/5.With only 20 lands you will constantly be punished by daze, so ramp up to 22 lands at least.If you want to beat legacy my best advice is that you start proxying the most played deck first, then change your design to beat it 50/50 and then move onto the next most played deck and modify so you beat BOTH at at least 50/50. Continue untill you give up the concept or you succed. Giving up will happen pretty often.
Try out noxious revival.It's capeable of stopping reanimation and can mess with the top of someone trying to combo of.It can let you redraw a fetchland to exploit your hedrons, or target glimpse to mill those 10 extra cards.It will potentially increase any hate you sideboard like for example redrawing hero's downfall.Also consider playing scapeshift instead of animist's awakening.I can also highly recommend talent of the telepath which is very budget because ordinary mill-players haven't figured out to cut out archive trap to play this instead. When you play talent of the telepath against aggro you will likely hit removal with it (Like their path to exile or abrupt decay) and against combo and control you often hit some drawcards.Here's a list of what you can hit with it when encountering different decktypes.http://www.mtgvault.com/wickeddarkman/decks/talent-of-the-telepath/
It's always admirable to see someone cut archive trap, but I think you could use 1 instead of the mind grind :D Quicken is also fun to see in this build, but to fully exploit the card you will need to get 5 mana online reliably, which demands exactly 25 lands. Again, if you want to cut something to get that 25th land, cut the mind grind :DYou may also want to consider the card noxious revival, cut down on something like 2 wrath of god, 1 detention sphere and 1 sphinx's revelation and you will be able to use 4 noxious revival for ANYTHING you need during the game. Possibly this gives you 8 supreme verdict if you chose to use the noxious there, or you might have 6 sphinx's revelation. Noxious revival will also enable you to stop any deck trying to combo of through reanimating a large critter or setting up their library top for a next turn kill. If you base your sideboard around having noxious revival the card can really let you HATE stuff. If you for example board in two surgical extractions, you may theoretically have 6 surgical extractions to hate away some stuff with.
Since the deck cannot go infinite without nettle and either needs altar or nursery to kill I think that it might be better for the deck to go into RUG for ancient stirrings which will work well to get ALL the involved pieces. Add noxious revival to be able to really hold the combo together.
I can also tell you that to improve your speed you need to cut down to only having 2 taplands, which shouldn't disable you in any way. Try playing 2 dismal, 11 island and 11 swamp. The minimum number of a number of lands supporting a color should always be at least 12. If you know legacy, take a look at merfolk decks and you will see that they use 12 islands to support a deck filled with merfolks for UU. You got plenty of color in my suggestion, hitting on the exactly necessary number in each color.I also like seing killing wave in there, It's a card that I have forgotten already. If you like to doublewhammy with it try and see if you can fit some suffer the past into your sideboard.
WOW! It's a long time ago that I saw this the first time :DI have two suggestions.1: Where is the cult leader who is willing to sacrifice everyone else, and sometimes himself for the cause? In general the above cultists are not suicidal enough. Try out thoughtpicker witch.2: Talent of the telepath! Most mythos entities can read minds and whisper fowl things to you, making you do some dumb stuff. Talent of the telepath rips cards out of an opponents deck and lets you use them for dark dark purposes.3: thoughtpicker witch and talent of the telepath can work together, letting you see just when "the cards are right".Perhaps you can cut 1 traumatize for the telepath as you never want to cast two traumatize in a game. the first will mill around 24-25 cards and the second mills 12-13 if cast the next turn, and as such you'd be better of with archive trap (Archive trap could be justified in the deck as well since there are a lot of mythos tomes and libraries in hp's work).
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