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|2010 Core Set (M10)||Common|
|Promo Set (000)||Uncommon|
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Doom Blade Discussion
Dete on Transmutiny
1 day ago
you can drop the mill entirely and add some other form of cotrol. take out Revolutionary Rebuff and Cancel for Mana Leak or Remand , Terror and Murder for Doom Blade , Cast Down or Fatal Push if it's on budget.
whats your wincon? or just beat down with Wanted Scoundrels and such...
quadmiller7 on Zomby
5 days ago
+4 Cryptbreaker @ 2.45 = 9.80
1 week ago
With any deck that runs three or more colors, I always run some Evolving Wilds or Terramorphic Expanse , which is the same thing. Might be useful for your mana base. Also, you might to run some power-boost like Trumpet Blast , along with either cards like Cosmotronic Wave , basically, this deck has a lot of potential to be more aggressive. Also maybe some removal like Doom Blade or Murder . Just my thoughts!
1 week ago
Yeah those enchantments would help to make more immediate use of your mana. You don't play anything in your first main-phase, attack and get a lot of mana, then in your second main-phase you cast a hydra with all your mana and immediately get to fireball someone! Otherwise you just end up passing the turn and getting your creature Doom Blade-ed or something.
Another option would be to put in mana-sinks. For example:
Rhonas the Indomitable and Nylea, God of the Hunt enable to to sink the mana generated during the attack step to pump your attackers, even after your opponent decides his blocks to mess up combat math.
Token producer sinks let you use the mana to make blockers, which then attack next turn to continue the cycle! You can choose creatures like Ant Queen, Tilonalli's Summoner, and/or relatively more resilient options like Centaur Glade, Myr Matrix, Dragon Roost (last one may be too slow though!).
1 week ago
2 weeks ago
It's great that you've identified a core plan to victory for this deck - attacking with an unblocked Master of Cruelties. That's not a very good plan for the Modern format, but it's your plan here so we're sticking with it.
Uh, by the way... is this supposed to be a Standard deck from RTR/THS standard? I was halfway through this comment and I realized it's all cards from that time. If so, most of these comments should still be valid. All of these are just my opinions and I can't account for your meta or what you find fun.
I advise you to identify which cards are contributing to that game plan, and which are not - then you can cut the cards that aren't. Every card in your deck should be winning you the game. I don't know what your budgets are like, so I'm just going to recommend whatever comes to mind. The fact that you're playing Lightning Strike over Lightning Bolt suggests you're on a budget.
For example, some cards which don't help you:
Pyxis of Pandemonium: This doesn't do anything. It literally does not affect any zones you care about. You aren't going to get to 7 mana, and if you were, you'd have better things to do, like Cyclonic Rift.
Sire Of Insanity: This card has power, but it doesn't contribute to your plan. The plan is "land a hit with Master of Cruelties", not "punch face with fat beaters". You don't need a 6-mana attacker that doesn't help Master land a hit.
Vortex Elemental: If you want a blocker, you can do better than this. Also, why do you want blockers? Play, like, another draw spell here, or Chromatic Lantern - anything which helps you Master sooner.
Also, there are cards which are just too situational or too weak:
Slaughter Games - This doesn't contribute to your game plan, it obstructs the opponent's. But you can get much better disruption than this. You want a Thoughtseize here instead. It's cheaper, and it'll hit more often.
Voyage's End - I get what you're going for here; bouncing a blocker will let you get in, or keep you alive if you're under pressure. But this just doesn't do enough - most creatures your opponents play will be cheaper than Master, so you're unlikely to be attacking into a single blocker with the opponent having no removal. Think about how specific the situation for this to win you the game is! You can do better with this slot. Also, you already have 4 of this effect in Cyclonic Rift, which is alright because it can win you the game from much further behind.
Spark Jolt - Again, I get it - it lets you find Master, or finish the opponent off after you have. But it doesn't do enough, and you already have plenty of burn. Most of the time this card is dead, so you can do better.
Aqueous Form: Ah, now we're talking. A card that guarantees your Master gets in! Except, it doesn't stop removal, and the scrying doesn't help you find a Master - what else are you gonna put this on, an Omenspeaker? Too situational in my opinion. Thassa, God of the Sea is your best unblockable source.
So, what cards do you want instead? Well, more powerful ones. I'll contrain myself to RTR/M14/THS Standard
- Chandra, Pyromaster - This card removes blockers, finishes opponents after a Master hit, and digs for Master. No card can win you the game from any position, but this is powerful and versatile enough to justify playing.
Thoughtseize = Slam dunk include. For one mana, counter a removal spell, remove a blocker, or stop an attacker... sort of. Beats Slaughter Games by a large margin, since you don't have any other ways to look at your opponent's hand.
Anyway, there's not too much you can do with this basic plan and this card pool - even allowing all of Modern, you'll only get so far - but I hope this helps you focus on cards which often advance your plan, rather than cards which maybe help sometimes but usually do nothing.
3 weeks ago
I wouldn't call myself an "experienced Golgari player," but a while ago I built a deck with a similar idea in mind.
The main issue I see with your deck is that you have almost entirely creatures, with only 4 noncreature cards that aren't lands. I would recommend playing Grisly Salvage in your mainboard, 2-3 copies, as well as maybe some other cards that generate card advantage. The new Underrealm Lich is REALLY GOOD at that, but it's also an expensive card if you don't have it.
I would take out Nighthowler, just because it isn't that great and you already have a lot of cards doing similar things.
I would play a maximum of 2 copies of big finishers like Boneyard Wurm, Graveblade Marauder, or Ghoultree. You already have Splinterfright which does the same thing as the Wurm, and the others just aren't necessary because you have so many duplicates.
With the remaining 7-8 slots (after you take those out and put in the Grisly Salvages), I would recommend around 2 slots of removal other than Abrupt Decay (something like Doom Blade would be good). I mentioned draw before, and Elvish Visionary is a really good, cheap way to gain card advantage—plus, when it dies you get another creature in your graveyard. I would recommend 3 copies of Elvish Visionary and take out 1 Satyr Wayfinder.
That leaves 3-4 slots. I would actually play the Nyx Weavers, 2 copies, as they are a really good blocker and can fill up your graveyard easily.
Finally, with the last 1 or 2 slots, I would recommend Deadly Recluse What? A garbage common from a core set?? Yeah I know, but trust me, this is your best bet dealing with fliers. Flying gets underrated as a mechanic, but the second one of your buddies whips out a deck where all his little 1/1 tokens have flying, or his spirits start whacking you for 2 in the air every turn, these can slow down those attacks considerably.
So to review:
+2/3 Grisly Salvage
+2 Doom Blade
+2 Nyx Weaver
+1/2 Deadly Recluse
And that's it! Keep in mind that these are just suggestions. All of these cards can be had for about 50¢, and if you have them, I would definitely recommend Underrealm Lich instead of 1 of the Abrupt Decays, and a second copy instead of 1 of the Stitcher's Suppliers.
Have fun! I love playing around with the graveyard, and I hope these suggestions help you improve the deck!
3 weeks ago
Find 6 cards you really like, being a full set of each of those (shop you have maximum chance of drawing them), then add in 12 to 14 one- or two-ofs.
Try and keep casting cost low - Doom Blade is better than Murder, and Fatal Push is better than Doom Blade. It doesn't seem like this - Murder should be the better card- but you get to play the other cards a turn faster and that matters.
Also, you need better lands - some kind of land that conditionally comes into play untapped, and gives both of your colours of mana.