mtg, mtg cards, magic the gathering, gaming, geeks
Whenever Blood Artist or another creature dies, target player loses 1 life and you gain 1 life.
|Have (22)||bobafett117 , mckin , Skulldrey , Comicalflop , Spinalripper , Wizard of the Damned , DrLitebur , Krayhaft , DukeNicky , Alizer313 , DNSolver , Epochalyptik , KevinLS , twospires , ShadowLand , thenewcraft , CW , tmloyd , Jp3ngu1nb0y , artakha , cschiller , Gameover209X|
|Want (10)||udinator , APPLE01DOJ , GraffitiSoul , TheRedMage , Remyth , randomerdenu , ItchiUchiha117 , thyhax , Spinalripper , capriom85|
i will up the creature count to 24 and maybe drop the land to 20
I don't know how much mileage your deck is going to get out of Blood Artist , especially since half of your removal exiles instead of destroys. Similarly, Nip Gwyllion can't do a whole lot if she's not being pumped up by something (right now Sorin is the only one). Maybe you could replace them with some combination of Orzhov Guildmage and Nightsky Mimic .
If you craft your permanents the right way, you might even be able to play Gray Merchant of Asphodel in this deck.
Like have Gnawing Zombie eat a human. Then Xathrid Necromancer re-animates the corpse into a zombie, while Blood Artist licks up the blood. How crazy would that be. You would have a stronger creature, 2 life, and your Opp would be down 2.
Blood Artist would work well. I was thinking of adding him, but my ocd part of me said "ummm. that's not a human or a zombie".. but it could easily work well here, and after some playing around with this, i could easily see it turning into a "cheesy horror movie" deck where theres humans all over the place, and these scary creatures of the night doing bad things to them.
Not really sure you need Evolving Wilds - replace that with another swamp or forest. You can also probably remove Golgari Keyrune . You have enough mana fixing as is. You don't actually have that many creatures, so Grisly Salvage might end up hurting more than helping. Moving on, Naturalize is a bit underwhelming, and you have Fade to antiquity and gaze of granite (and a few other creatures) that can remove permanents, so you might want to get rid of that as well. Blood Artist 's ability is alright, but nothing to write home about, so you may want to remove him as well. For artifacts, have Swiftfoot Boots and Whispersilk Cloak , but you're not really going to swing with your commander for 21, so you don't technically need those. The last 2 cards I'd remove is Ranger's Path and Unhallowed Pact . The former isn't really necessary when you already have 3 instant/sorcs to tutor lands, along with Viridian Emissary. The latter suffers from the fact that unlike Gift of Immortality , unhallowed pact goes away when the creature dies, meaning you would need to use another card/ability to get it back.
|Power / Toughness||0/1|
|Avg. draft pick||4.60|
|Avg. cube pick||6.43|
|Commander / EDH||Legal|