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Enchanted creature gets -2/-2.
At the beginning of the upkeep of enchantment creature's controller, that player loses 2 life.
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In this case, you couldn't regenerate Dutiful Thrull . Regeneration basically saves a creature the next time it would be destroyed as an effect or by damage. The toughness reduction of Stab Wound bypasses regeneration.
To answer your final question, let's assume that (for some godforsaken reason) you put your own Stab Wound on the Ethereal Armor ed Dutiful Thrull . In that case, you would control three enchantments, so Dutiful Thrull would get +2/+2, but also get -2/-2. Thus it would be a 1/1 and would not die.
Also note, none of these things are "triggering"
Both of those are the same kind of effect so they would modify the p/t of the creature in the same layer, so if for whatever crazy reason you -did- cast Stab Wound on your own creature, it would be getting -2/-2 from the Stab Wound , +2/+2 from the Ethereal Armor and would be a 1/1 as a result.
The controller of Stab Wound remains your opponent, so your creature doesn't get a boost from being enchanted with Stab Wound . It would be a 2/2 getting -2/-2 until end of turn and would go to the graveyard.
sorry i forgot
A couple of things:
You have too many lands. 27 is what you'd play for a really slow control deck. Black and Red, especially with minotaurs, wants to be fast and on the offensive. For this type of deck, you want something more like 21 to 23 lands, depending on the mana costs of your cards. You also have more black mana symbols than red mana symbols. Having an even split of Mountain s and Swamp s is ill-advised. If you have more of one color than another in your deck, you'll want a proportionate amount of lands.
This deck is really inconsistent. You have too many one-ofs. This prevents your minotaur lords, like Kragma Warcaller and Ragemonger , from having much impact or value. By playing more copies of all your important and good minotaurs, not only do you see less mulligans, you also have more synergy within your deck.
Your removal is sub-par. Stab Wound , for example, is an absolute beast in Sealed or Draft. If you went to the M15 prerelease, you probably know that already. However, Limited is what most of your removal was designed for by Wizards, not Standard. Flesh to Dust is nowhere near as good as Dreadbore or Doom Blade .
Here are the specific changes I would make:
-4x Basic Lands-1x Blastfire Bolt -1x Bloodcrazed Hoplite -1x Cone of Flame -1x Chariot of Victory -1x Darksteel Citadel -2x Endless Obedience -1x Flesh to Dust -1x Font of Return -1x Gravedigger -1x March of the Returned -1x Mogis's Warhound -1x Necrobite -1x Nightmare -1x Stab Wound -1x Wall of Fire -----------------------------------------18x Cards
+3x Deathbellow Raider +2x Fanatic of Mogis +2x Felhide Petrifier +2x Kragma Warcaller +2x Lightning Strike +3x Minotaur Skullcleaver +3x Mogis's Marauder +3x Ragemonger ----------------------------------------+20x Cards
Now, some of your card choices weren't bad that I suggested you cut out of the deck. Crippling Blight is a great card in any format, but it can be useless against some types of decks. That's where you'll start forming a 15-card sideboard.
So your sideboard would start to look something like:
These are all just suggestions, though. Minotaurs have been doing really well in some places just because of how many cards like Kragma Warcaller they get.
I've spent some time running a discard deck in this format. Mind Rot should be a main board, as should Shrieking Affliction . They're both incredibly good, as the mind rots blow their hand out making them want to play fast, but the shrieking afflictions make them want to play conservatively. Essentially, they are always trying to hold two cards in hand and that's when mind rot is maximum value. Dat synergy.
You can go creature based, or removal based. Both are viable, but I like the removal based because of its flexibility. In this case, Stab Wound is a massive work horse. It sticks to so many meta-relevant creatures like Courser of Kruphix , Nightveil Specter , Fleecemane Lion , Boros Reckoner , etc for massive value.
Whispering Madness has great synergy with Waste Not , but if you're decimating their hand with Thoughtseize , Duress , and Mind Rot then they really won't have much to discard when you cast this making it dead card. It's maximum value is as a disrupt when your hand is low but their's is full. With this in mind, switch the deck up and make them card cards such using Dictate of Kruphix , Master of the Feast , and Toil / Trouble . To double the effectiveness of Whispering madness, play Chasm Skulker so you win when they discard and you win when you draw. For even more insanity, put 1-2 Notion Thief in the deck to play mid/lategame once everyone is running out of fuel, to ensure they don't recover.
Ashiok is good against creature decks and inside a mill shell, otherwise she won't help your discard strategy. Mind Rot turn turn 3 with a waste not on field is more reliable.
yeah it's going to rotate, but it's also one of the best spells available to take advantage of all the enchantments you have. Some of the other stuff I mentioned will rotate as well, but like I said they're mostly cheap commons and uncommons so they should be easy to pick up, that is, if you don't already have them. It's one of the reasons I made the suggestions I did because I know it's not gonna break the bank and then rotate out. I wouldn't worry about things rotating anyways. You still want to build the best deck that you can, within your budget of course. So there is no reason to run things like Stab Wound and Oppressive Rays over something like Ultimate Price and Doom Blade . Your essentially handicapping yourself by avoiding cards that will rotate when your opponents are building the best decks they can.
why no Ethereal Armor
? I looked at the list of creatures first and just expected to see it but it wasn't there. Also you'll need to cut back on some cards to get it down to 60 as well. I can suggest some things but it's up to you if you want to do it.
First off, I'd stick with the enchantment thing for your creatures and cut Ajani's Pridemate and Dawnbringer Charioteers and add in 3x Hopeful Eidolon and 3x Gnarled Scarhide . Having one or both of those and an Ethereal Armor in your opening hand can be lethal on it's own. You play the scarhide turn one then on turn two you enchant it with the armor and it's a 4/3 first strike or you also cast the other creature instead of bestowing it later and it's a 5/4 first strike. Instead of Nyx-Fleece Ram I would suggest Spiteful Returned it's just helps you stay aggressive with the enchantment theme. I would also cut the Fate Unraveler and Grim Guardian for 2 more Master of the Feast just to again, stay aggressive. I would also cut all of the current sorcery's and instants you have for better removal options that are still cheaper. Also I would cut Oppressive Rays , Pacifism and Stab Wound , they don't really add to your enchantment theme since your opponent can block and let the creature die which also means you don't get the benefit of the 2 life loss during their upkeep. Pacifism isn't as bad as it'll be harder for them to get rid of so it'll answer a threat and add to your enchantment count but it'll just be better off to have cheap instant speed removal. The last thing that I would cut is Aspect of Gorgon the combination of deathtouch and first strike from Ethereal Armor is really good but I would suggest swapping them for Gift of Orzhova . Evasion, lifelink, and an enchantment... this can help finish games by going over the top and help you win the race against other aggressive decks with the lifegain. The other cards I would suggest adding as the removal I talked about would probably be something like 2x Hero's Downfall , 3x Ultimate Price , 2x Doom Blade and 1x Bile Blight . All very effecive low price tag cards with the exception of the downfall. This gives you ways to remove things at instant speed to deal with threats or clear a path for your guys and enough utility that you don't have a bunch of dead draws every game. Then I would add in 4 more land because 20 is too low. Cheap dual lands like Orzhov Guildgate and Temple of Silence would really help too.
To sum up I suggested taking out a total of 33 cards and suggested adding 3x Hopeful Eidolon , 3x Gnarled Scarhide , 4x Spiteful Returned , 4x Ethereal Armor , 2x Gift of Orzhova , 2x Hero's Downfall , 3x Ultimate Price , 2x Doom Blade , 1x Bile Blight , 4x lands, or a total of 28 cards. Assuming I added everything up right and didn't miss anything that should leave you at 60 cards as well.
A friend of mine is playing a Junk version of this and it's really good, he actually took 1st at FNM last night with it. I know I suggested a lot but I was trying to suggest the things that I know are strong in B/W in this type of deck because of experience playing against it, and they're all for the most part relatively cheap commons and uncommons so if you don't have some of them they should be relatively easy to get. Most shops have boxes of commons and uncommons for real cheap. Sorry if this was long winded but I hope it helps.
|Avg. draft pick||4.71|
|Avg. cube pick||4.98|
|Commander / EDH||Legal|
|Return to Ravnica||Common|