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Plunge into Darkness
Choose one - Sacrifice any number of creatures, then you gain 3 life for each sacrificed creature; or pay X life, then look at the top X cards of your library, put one of those cards into your hand, and remove the rest from the game.
Entwine (Black) (Choose both if you pay the entwine cost.)
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Plunge into Darkness Discussion
1 week ago
I like idea of adding Worship or Death's Shadow - they seem like pretty nice. The problem with Spoils of the Vault in accordance to Plunge into Darkness is that with plunge I am able how much life I will loose to win by Near-Death Experience + havin Angel's Grace for any effects that could kill me in that moment - like Lightning Bolt. Worship could do the same, but it needs creature on board - with Death's Shadow it's quite easier.Btw, do you play Phyrexian Unlife in your deck? If not, I guess it could be great ;)
3 weeks ago
FierceTierce, thanks. It is control indeed. Harmless Offering is useless without Pact, but important to have equal odds of drawing one I think. The heavy control side of the deck allows me to play and win even without the combo pieces, but the amount of draw and scry cycles me through the deck fast enough to somewhat reliably pull both. And if not, Thing in the Ice Flip has taken close to 50% of wins in testing anyway :D
All recommendations except Plunge into Darkness I considered and all felt clunky. Abyssal and Priest are fun, but not viable beyond that (Abyssal could work in the SB though). Dark Petition I tried to force in, but just was terrible. I can't rely on a card that requires 6 mana to be effective.
Thanks for your recommendations though, I just happened to think the same things :)
3 weeks ago
3 weeks ago
landofMordor I made a deck called Blightsteel Boros Infect, it isnt good by any means...was just an idea, but it has a few cards that can help you not accidently kill yourself or lose too much life for the opponent to not kill you in white. Some of these cards include Plunge into Darkness, which has the option for lifegain if you absolutely need it, and Intervention Pact which seems counter-intuitive, but can be used for when your oponent has a big attack or something.
3 weeks ago
MRDOOM3, thanks for the suggestions! :D Let's take a look at these suggestions with mah nub eyes. >: D
Plunge into Darkness seems like it will let me sac a ton of creatures in one sweep and will trigger Defiant Bloodlord and Sanguine Bond when doing so, which could be a surprise blowout when done at the right time, being six damage per sac with both on the field, and its other effect works well with Bontu's constant scrying. It can be copied with Isochron Scepter and reused as well. Excellent suggestion, I probably would have passed this over without a second thought! :D
Urborg Justice I had on my list of cards earlier, but I ended up cutting it for Dictate of Erebos, as that has a better multiplayer version of the effect and lasts for more than one turn, although Urborg Justice does imprint on Isochron Scepter for multiple uses. Is there another unique interaction I'm missing here that could push it ahead?
Eliminate the Competition seems like a combination of Urborg Justice and Plunge into Darkness, with the former's effect and the latter's ability to let me mass sac creatures. :o It is a bit pricey and I can't imprint it, but it might work as a mini-boardwipe and has excellent synergy with Overseer of the Damned, making a token to replace each spent one! :D Not sure what I'd replace, though. Hrmmmm : '
Bitter Ordeal looks like another card I'd have passed right over at first glance, but it looks awesome now! :D I was having problems dealing with an indestructible artifact deck last night, but if I can just exile key pieces from a deck before they come into play that gets around the problem completely! Guaranteed for, at the very least, my sideboard. :D Thank you again! \ O /
Out of curiosity, is there a monoblack card I could combo this with that would somehow allow me to play the cards I pull from my opponents library before they exile? :o
Reprocess is another multi-sac outlet for card draw that would let me bounce Spine of Ish Sah, which could be super useful as I only recall one other way I have to return that at the moment. I have been looking at other options for card draw to replace Sign in Blood and Cemetery Recruitment (though I might still keep the latter for recursion purposes) as well, and this could fit here, though I'll have to analyze it a bit further against Graveborn Muse, Necropotence, and Yawgmoth's Bargain, which were three of my recent additions into the category.
Thanks again for the additions (and making trimming this even harder!) ;p
3 weeks ago
4 weeks ago
I'm not sure the mana is right here...
CARD: MANA POOL
Darkwater Catacombs: UB,
Dark Ritual: UBBB,
Priest of Gix: UBBB,
Culling the Weak: UBBBBBB,
Laboratory Maniac: BBBB,
...and now you don't have enough to cast Plunge into Darkness.
1 month ago
You're pretty far along, so I'll be basing my advice on this: Food Chain Tazri
Plunge into Darkness, Mana Vault, Lotus Petal, Chrome Mox, Sylvan Library, Deathrite Shaman, and Carpet of Flowers are all pretty cheap right now, so you should pick them up before anything else. In the meantime Cabal Ritual and Cull the Weak can provide you with extra mana accel. Orcish Lumberjack and Tinder Wall also work if you have red, and you have enough forests for Arbor Elf to function. Cyclonic Rift and Abrupt Decay are also great (and cheap) board control in this build.
However the best thing you could be doing right now is improving your landbase. The quickest way to see results in a deck is to make sure you never have a land coming in tapped.
Get the cheapest lands first: Tarnished Citadel, Llanowar Wastes, City of Brass, Forbidden Orchard, Mana Confluence, Gemstone Caverns(!), Gemstone Mine, Thran Quarry, Reflecting Pool, Urborg, Tomb of Yawgmoth, Then the rest of your shocks, the cheap fetches, etc. Use checklands like Sunpetal Grove instead of ABUR duals, they're typically the best budget option, although more fastlands can be a viable option too. (All the following are trash that you should cut: Bad River, Flood Plain, Grasslands, Sandsteppe Citadel, Seaside Citadel. The tango-lands like Sunken Hollow are alright for now, but you should cut them as you upgrade.)
Remember to cut Amulet of Vigor, since it won't be helping you.
Once you get rid of the taplands you should also take the deck down to 32 lands. You have enough acceleration to afford it and it will improve your speed.