Dragonskull Summit enters the battlefield tapped unless you control a Swamp or a Mountain.
: Add or to your mana pool.
Price & Acquistion Set Price Alerts
|Have (11)||switchkill65 , DudeMan1031 , zakman550 , PTsmitty , , MoJoMiXuP , perrin515 , Gameover209X , pskinn01 , Randomdeath , orzhov_is_relatively_okay819|
Dragonskull Summit Discussion
1 day ago
Wouldn't let me suggest so many at once but here are the rest of the cards i mentioned
1 day ago
Ok for 2 platers you can afford to get a bit more aggressive. This may sound obvious but you are going to want to unload the 20 damage you need to win as quickly as possible. To that end there are 2 things to keep in mind:
1) keep cmc low: cards like Grave Betrayal are nice but at 7 mana your opponents life total should be relatively low and you would rather have direct damage or more creatures to finish them off. Cards like Vile Requiem that arent useful into late game are also iffy
2) your life total is irrelavent. The longer the game goes on the less likely aggressive decks will win. As such don't fell bad about paying some life.
here are cheap creatures to beat face with: Carnophage, Diregraf Ghoul, Firedrinker Satyr, Goblin Guide, Jackal Pup, Vampire Lacerator, Rakdos Cackler, Ash Zealot, Bloodghast, Blood Scrivener, Crimson Muckwader, Dark Confidant, Dauthi Slayer, Hellspark Elemental, Keldon Marauders, Rakdos Shred-Freak,Spike Jester, Young Pyromancer, Shambling Remains, Hell's Thunder, Anathemancer. I'm not saying you need to include all those cards but cards like that are nice. I's worth noting that they are efficient for their mana cost which is where aggressive decks want to be. The game plan can be attacking with cheap creatures and finishing them off with burn.
This means you want your lands to be able to come in untapped. assuming you don't want to buy a Badlands, there are still other lands that can tap for both colors and come in utapped like Blood Crypt, Dragonskull Summit, Blackcleave Cliffs, Sulfurous Springs. If you have in your deck the fetchlands (Bloodstained Mire/Polluted Delta/Wooded Foothills/Verdant Catacombs/Marsh Flats/Arid Mesa/Scalding Tarn) you can always fetch for your one-of blood crypt.
Burst Lightning is a strictly better shock.
Sorry if this was long but I hope this helped. I think your deck is a good start but just needs to be a bit faster.
1 day ago
Welcome on T/O!
Hope you will experience lots of interesting decks, new ideas and some good feedback on what you have build.
I saw you just joined here, so knowing that each start somewhere can feel somewhat strange, let me help you by giving a some piece of advise :)
After reviewing your decklist, I came up with a several interesting cards. I a not sure what your budget is, but I think my suggestions might help you get this deck ongoing to eventually an improved list:
- Crumbling Necropolis
- Dragonskull Summit
- Blood Crypt
- Drowned Catacomb
- Shivan Reef
- Unspeakable Symbol
- Sidisi, Undead Vizier
- River Kelpie
- Mikaeus, the Unhallowed
- Drana, Liberator of Malakir
Your landcount is, like you mentioned yourself, dangerously low. I would suggest to up the amount of land to a minimum of 35 lands. Preferable even a little higher to avoid being mana screwed more than average.
Have fun deckbuilding. If you need help, you can always summon me me.
If you would like some inspiration other than Marchesa, click here . Any upvote/comment is always appreciated.
3 weeks ago
I'll start by talking about jund. If you make a deck with it, let me know and i can help you refine it but here's my take on it. I haven't played jund personally but can give you an overview. Jund can be a bit expensive depending on how much you want to invest, but here's my take on a budget build.
Removal: Part of what makes jund is being able to answer almost any threat the opponent tries to play. I'd look into some combination of Maelstrom Pulse, Abrupt Decay, Lightning Bolt, Dreadbore, Terminate and Kolaghan's Command. Slaughter Pact sometimes sees play as well.
You can also spend the early game picking apart your opponents hand making it so they can't do what they want. Thoughtseize, Inquisition of Kozilek, Kolaghan's Command and liliana are the norm but Transgress the Mind, Duress, & Distress(this one is a bit iffy as getting double black early game might not be easy) also work.
The two staples of jund creatures are Tarmogoyf and Dark Confidant but due to budget needs you can work without them. Scavenging Ooze will grow quickly while at the same time nuking your opponents graveyard, Kalitas, Traitor of Ghet gives your removal extra value, and Huntmaster of the Fells Flip, Kitchen Finks, Thrun, the Last Troll, Tasigur, the Golden Fang, and Grim Flayer are other cards i've seen in jund lists as well. (Also if you don't plan on running confidant, Painful Truths is another way to get some card advantage back).
This is where it gets a bit tricky. Color ratios vary from list to list but you would ideally want to be able to have any two colors on turn 3. This is normally done with fetchs and shocks but that can get pricey. What you really want at the end of the day though is lands that can tap for 2 colors but can also reliably enter untapped. Rootbound Crag, Dragonskull Summit, & Woodland Cemetery is a decent option as are Blackcleave Cliffs, Copperline Gorge, & Blooming Marsh. Raging Ravine is often used as another way to close out games.
Also here's a link to a jund guide by channelfireball
1 month ago
I would make room for a Rune-Scarred Demon the Tutor is amazing to pull another threat right back to your hand! For me Tariel, Reckoner of Souls has too small of a power for me, as well his ability is too random, it's burnt me over and over again.
I would also get an Angel of Despair in there, destroy any permanent is nice.
Demonic Tutor is pretty critical, I think the white bordered one is reasonably inexpensive.
Hope you found something here usefull. Checkout my deck if your looking for any other ideas, have lots of Kaalia of the Vast analysis. +1
1 month ago
I don't think you're running enough lands here; 32 out of 100 is about 19 in a 60 card deck, which is the sort of number I reserve for very low curve aggro decks. Since you've got so much draw, you can cheat a little bit on lands but you it looks like you need to draw at least 3 in the first few turns to start getting going. I'd go up to 36 or 37 lands; that's about the equivalent of 22 in a 60 card deck.
Also, with absolutely no colour-fixing in the deck, I would recommend ditching the cards in the deck completely and going straight Dimir. They're nice cards but they don't do anything that your other cards can't do and they're not worth the risk of having a hand of cards that you don't have the right colours to cast. Either that or start looking into budget multi-coloured lands: Evolving Wilds, Terramorphic Expanse, Crumbling Necropolis, Temple of Epiphany, Temple of Deceit, Temple of Malice, Drowned Catacomb, Dragonskull Summit, Bloodfell Caves, Swiftwater Cliffs, Dismal Backwater.
1 month ago
1 month ago
Auntie's Hovel, Blood Crypt, Dragonskull Summit, Foreboding Ruins, Smoldering Marsh. Those are some of the most budget ones, depending on your opinion. I feel what you mean by needing to play cheap, unfortunately I tend to build bigger than I play. Sorry if I can't be too much help for good Rakdos Synergy, it's probably my least played guild next to Simic. However, for a different view on token slaughter for damage, check out this deck of mine: http://tappedout.net/mtg-decks/mardu-alchemy/