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Choose one — Counter target sorcery spell; or destroy target creature with power 2 or less; or look at the top three cards of target player's library, then put one back and the rest into that player's graveyard.
|Have (25)||cakrause86 , JdogCT , Comicalflop , TheHorse , fatality292 , shadowhound14 , Reveller , Zerafiall , Epochalyptik , 8vomit , Katarkind , musicmagicmarijuana , Muneco , vishnarg , XxCataclysmiCxX , ljs54321 , ViLeXSerpent , mckin , kanofudo , hollandboys , DjinnjerVitis , capriom85 , Inces_Velus , Spootyone , Goody|
|Want (4)||Jp3ngu1nb0y , maxon , Comicalflop , GriffinRider|
Griptide has pretty awesome synergy with Ashiok, and you should also consider Dimir Charm which kills a bunch of otherwise obnoxious creatures, fixes your draws, or even screws over your opponent if they can't draw into any land. (also goes well with griptide
AEtherling seems like it can be exclusively brought in against control and doesn't need to be maindecked, its slower than all of your other win conditions and takes up a spot in the deck.
Here some suggestions:
What I like to do is use Gods Willing on their creatures when they're trying to enchant something to that creature, or target it with something. it's just funny watching their reaction :P and yeah, the charms are really good and can change the game. unless it's Dimir Charm :P
I've got a couple BUG decks just like this, that has gone through tons of evolutions. No deck containing black and blue should be without Far / Away , and have helped my BUG decks tremendously! I find them much more useful than Dimir Charm .
I've also found that Sapphire Drake is quite inefficient if you're not already doing well in the game. His importance depends on whether you have buffed creatures, so if you don't he's just a 4/4 flyer for 6cmc. Also, since he is the highest cmc in the deck, you might wanna just keep a couple in, just so you're not stuck with him in your hand in the early game. Instead, consider Cloudfin Raptor to give you a 1-drop that evolves easily and makes its own counters.
I love Fathom Mage , but 4cmc for a 1/1 can be discouraging and costly, so you might run a pair of Mizzium Skin or Ranger's Guile (which can also be used as a temporary +1/+1 buff), or counter magic like Negate or better still Syncopate , along with your Simic Charm , to protect her, Master Biomancer , and anyone worth protecting.
If you seek cheap removal, consider Rapid Hybridization , which even targeting your own guys can trigger evolves. Got a Master Biomancer about to die? Instead of losing him, make him a 3/3 frog, or turn that weak 0/1 into a 5/5 frog if MBM is around. Murder is a great spell, but getting two swamps in this build may be tough, if not impossible in short games. I'd much rather deal with a 3/3 frog than a Desecration Demon .
Here's some suggestions
Dimir Charm : I love this card, get four of them. first option counters sorcery which is fine, second option is great for that early game removal, third option lets you fateseal your opponent. Really useful. I would replace Hinder , Cremate , Pilfered Plans , and Mind Sculpt . Pilfered Plans is no doubt attractive, letting you draw two cards while milling for two, but being a sorcery and 3 CMC it's too slow and too expensive compared to other things you could do with three mana.
Breaking / Entering : 2 mana mills for 8, strictly better than Mind Sculpt . If later you incorporate red into your deck, the other half (entering) is like your old Soul Ransom except your opponent can't just delete it by discarding two cards. It's okay, but use this card for the first option lol. I would replace your four Tome Scour for four of these.
Mind Funeral : I prefer this over Mind Grind , since for Mind Grind you have to pay 6 mana to equate Mind Funeral which only costs 3, so it's best to use Mind Grind with more than 6 mana, which means you're somewhere in lategame which also means Consuming Aberration , Mirko Vosk, Mind Drinker , and Jace, Memory Adept are probably going to win soon anyway. Some people really like Mind Grind because it hits reallllly hard with a lot of mana, but it's also really hard to get to that point. If you draw it early, you basically can't really use it, so it just sits there :/ try to get at least two Mind Funeral , replace your two Barter in Blood (because now you have creatures lol). But Mind Grind is still a good card, I wouldn't take it out.
Far / Away : This card is quite good, I would replace Murder , Devour Flesh , and idk something else so you have at least three. You don't need to have so much removal if you use a few more creatures, and you can remove two creatures from the field at the same time with Far / Away , which is great.
Drawing power is also very important in all control decks, so I would suggest Think Twice or Thought Scour , but I prefer Think Twice because of its flashback. Mill 2 doesn't do that much imo, but because it can mill and lets you draw for one mana with instant speed, it's not a bad card.
Basically, you would usually win by killing your opponent rather than milling his deck to 0. Milling them to death is really fun, but also really risky because it takes longer and you have less defense (which is why you get defenders and removal, which slow your milling down, so you need even more control to slow your opponent too, which slows your milling down even more, so yeah).
Just a quick question, what are you trying to accomplish with the Rakdos Keyrune ? I feel like it doesn't really help you that much. I feel like Nightveil Specter would be better and help accelerate card advantage even more for you given that it has some synergy with both Dimir Charm and Ashiok, Nightmare Weaver 's potential to mill. +1 for trying to something unique
|Avg. draft pick||6.71|
|Avg. cube pick||3.32|
|Commander / EDH||Legal|