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Target creature gets -1/-1 until end of turn.
Morbid — That creature gets -13/-13 until end of turn instead if a creature died this turn.
Ok... so there were some issues. It took me longer than it should, but i realized that there is in general too much removal. Thus, most of the changes will are focused on making black and red more aggressive in their nature, and less focused on sitting back on 10+ removal spells and eventually landing 1 creature and killing with that.
So... lets begin.
1: In white
With the last update I had been trying to shift white to be focused on having lots of small creatures. Also through more testing there were some cards that were not played very often, and when they were, they weren't very good. The ones I'm replacing in this update are Darklit Gargoyle , Ajani's Sunstriker , and Feeling of Dread . All of these cards proved to be just filler slots that were undesirable or sub par. Replacing these cards are: Niblis of the Urn , which I think will allow white creature be held back by almost anything bigger than a 3/3 by giving even more tappers; Crusader of Odric is an experiment to offer white some larger creatures, hinging on the fact that they have stayed focus on the overall theme of the colour; and also Intangible Virtue is an experiment. It might be too good or downright unplayable I'm really not sure, but I think it is worth trying it out to see where it stands.
2: In blue
3: In black
Unlike blue, this is the most substantial change. As mentioned earlier, both black and red had way, way too much removal. As such, Last Kiss , Victim of Night , Tragic Slip , Doom Blade , and Executioner's Capsule are all being removed. This still leaves black with quite a bit (13 pieces) of removal, but no longer are more than the half the black cards removal. Four other cards are also being removed: Deadly Allure , Tormented Soul , Triumph of Cruelty , and Addle . Each of these cards were rather narrow, in order to change the possibilities for black, more cards needed to be cut. So, how am I changing black? My goal was to make black more aggressive, or to push the sacrifice side of black. So, for the aggressive side, Vampire Lacerator , Diregraf Ghoul , and Sarcomancy are all being added to up the aggressive one cost creatures. Just as some useful bodies Bloodhunter Bat and Vampire Outcasts should be able to work themselves into a multitude of different decks and strategies. For the sacrifice element of black Haunted Crossroads and Gravedigger are now included. The haunted crossroads are an experiment, as it may be too powerful. And finally as some general utility Sign in Blood and Duress have also been added.
In short: Executioner's Capsule , Last Kiss , Victim of Night , Tragic Slip , Doom Blade , Triumph of Cruelty , Tormented Soul , Addle , and Deadly Allure out. And Duress , Sign in Blood , Haunted Crossroads , Gravedigger , Vampire Outcasts , Bloodhunter Bat , Sarcomancy , Diregraf Ghoul , and Vampire Lacerator in.
4: In red
To follow that up, we have another large change. Similar to black, the amount of removal was an issue and needed to be tweaked. Furthermore, I really wanted to encourage the sacrifice deck, as it is both fun to play, and draft. As such, I think red should be valuing cards such as Pitchburn Devils which can act as removal in the right deck. So, Into the Maw of Hell , Street Spasm , Arc Trail , Turn to Slag , Flame Slash , and Magma Rift have all been removed. As mentioned cards like Pitchburn Devils are supposed to be strong in this cube. Thus, Gang of Devils and Goblin Arsonist , which follow a similar idea have been added. Additionally, to follow that idea of creatures into damage, Skirsdag Cultist is being added as well. 2 of the cards being replaced are centered on having a mass of creatures. Warmind Infantry and Krenko's Command are taking those spots, and the last piece of red removal is replaced by Stone Rain which could very easily be taken out, for being "unfun" but I dont think it is strong enough to see consistent play, but is strong in the sideboard against decks that have a challenging mana base.
In short: Magma Rift , Flame Slash , Turn to Slag , Arc Trail , Street Spasm , and Into the Maw of Hell out. And Gang of Devils , Goblin Arsonist , Skirsdag Cultist , Krenko's Command , Warmind Infantry , and Stone Rain in.
5: In green
It had become abundantly evident that Tracker's Instincts , Commune with the Gods , and Mulch were completely unplayable in this cube with minimal direct graveyard interaction. Also because there's no real reason to go more than 2 colours maybe splashing another Abundant Growth was also less than optimal. Another issue that green had was that it didn't have any good way to close games. Because of this first issue Sentinel Spider and Territorial Baloth are now part of the micro cube. To help push the green white aggressive archetype Mtenda Lion has also been added. And finally, Wall of Roots now gets a spot serving as both a blocker and an accelerator for the bigger green decks.
6: Multicoloured and Colourless:
For the same reason Mulch and such cards were bad, Grisly Salvage was the exact same, and considering that the multicoloured cards are supposed to be more powerful, this needed to change. As such. Noxious Hatchling will take its place and serve as a big body with a relevant ability that truly does encourage golgari play. Now for the same reason Abundant Growth was unplayable, Kaleidostone and Chromatic Sphere were also underwhelming. To not entirely eliminate colourless mana fixing, Manalith is being put in. Filling the other spot Mortarpod is coming in as another creature to damage spell.
Yet again congrats on making it to the bottom :P and thank you for reading.
Glad you like the deck CalciferDK.
Dralnu, Lich Lord is a bit of fun and doesn't run with the main win conditions of the deck. I didn't particularly have a card that I thought was needed or was better and I enjoy using him. Having said that, there are plenty of cheap, powerful instants / sorceries in the deck so having him gives a lot of versatility & firepower. Getting him out on turn 3 with a Dark Ritual then gives re-use of it in turn 4, typically enabling the play of my whole hand. Doubling up on any Entomb / Brainstorm / Tragic Slip / Innocent Blood / Unearth really controls the game with the sheer card advantage it gives. The sacrifice drawback can be a problem against certain decks but then I'd just sideboard for one of the 3 CMC creatures in my sideboard. Or he can be a fodder card I put back and shuffle with Brainstorm if I can't play him / don't want him.
Reanimate is generally a far more powerful card than Unearth but in this deck isn't better because all the creatures have a CMC of 3 or less. If I was going to run Reanimate , I might as well go for a full blown reanimation deck with big expensive creatures but I wanted to make the best exclusively Zombie deck I could.
With the sideboard I find the deck copes against most types okay. It suffers the typical issues from being a suicide black deck but the speed paired with cheap CMC creature control usually overwhelms most decks and the indirect damage from the Diregraf Captain surprises opponents and beats many stalling decks. It effectively gives double damage from the Carrion Feeder / Gravecrawler combo and can produce 20+ damage out of nowhere. Adding the Zombie Master enables a sudden kill against more powerful creature based decks (if the Death Baron isn't intimidating enough). Sideboarding in Cabal Therapy for Innocent Blood or Tragic Slip against creature light decks and Surgical Extraction against re-animators usually works well enough.
Sometimes having too many non-creature cards stalls the deck or slows it down too much but that's just chance.
If you want to go more aggro you might consider Avenger of Zendikar , Giant Adephage , Grave Titan , Mycoloth , Spawnwrithe , Trostani, Selesnya's Voice , Wurmcoil Engine , Elesh Norn, Grand Cenobite , Selesnya Charm , Skullclamp , Army of the Damned , Triumph of the Hordes , Doubling Season , Minion Reflector , Growing Ranks , Primordial Hydra . I have been considering Mournwhelk for my Karador EDH.
Crap I forgot Ulamog was Indestructible, Probably switch a Black Sun's Zenith in for one of the Damnation s in the deck I proposed and 1-2 Tragic Slip s in place of an equal number of Terminate s. Or as crazy as this sounds leave the deck as it is and prioritize him over Emrakul for extractions since I built around killing something with protection from spells but not indestructible.
This needs badly refining. As previously said the mana base is a bit weird - no T1 play and 26 land. There's no way you need 26 land in a deck with Crypt Ghast , although I'm not sure this is the right deck for Crypt Ghast anyway.
You're playing decks that try and get mana quickly enough to cast some bigger creatures. You need to actually disrupt their plans, rather than sit back and just play creatures. This deck is very passive and it needs to be a lot more aggressive. Run things like Doom Blade , Hero's Downfall , Tragic Slip . Kill their mana producing creatures before they have a chance to do their job. I would still run 3x Slaughter Games and 3x Sadistic Sacrament or some number thereoff but you don't need as many. You absolutely need 4x Underworld Connections , it's not even debatable. You're relying on filling your hand up with disruptive kill spells and library exile spells - you need to make sure you draw them.
Eeep. While I do think that Screeching Bat Flip is a vast improvement over Chosen of Markov Flip , the best thing you can do for your deck is start working on getting more copies of things like Vampire Nocturnus , Bloodline Keeper Flip , Gatekeeper of Malakir , Kalastria Highborn , etc. In the mean time even if you don't currently have the cards and it may take you a while to get them, use this site to start building and playtesting an idealized version of what you would like your deck to look like when you have every card you want. That way you can experiment and work the kinks out with the playtester before you spend your money. That's what I do anyway- I know what it's like to be on a budget, and be just starting out with a small pool of cards to work with. BTW, I saw two copies of Tragic Slip on your Maybeboard- if you do have them I'd consider employing them as it is an excellent spell. :) As far a technical elements, land count and mana curve it seems like you've got the right idea.
|Avg. draft pick||2.68|
|Avg. cube pick||6.74|
|Commander / EDH||Legal|