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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.
|Have (26)||almerican , nemesis101 , Tribe , k8taro , canterlotguardian , GureiSeion , XxCataclysmiCxX , ewills5089 , angrychains , rache , Gameover209X , APPLE01DOJ , ryuzaki32667 , Valentine35 , Comicalflop , Didgeridooda , zachi , lucyfarrell , bloodrayne03 , xzavierx , Shablagoo , GrandeKhan , Metia , Raistlin911822 , Nate_D , Timocalypse|
|Want (2)||jonspearwillski , -Logician|
I forgot to mention how Cyclops Gladiator 's ability determines what his power is if he is no longer on the battlefield, since I feel that may have been the question instead of or in addition to "does the ability resolve".
If an object is referenced in a spell or ability and no longer exists the last known information is used. As Cyclops Gladiator last existed on the field he was a 4/4 and so the ability will do 4 damage. If instead of using the Royal Assassin 's ability to destroy him you used Dismember or a morbid Tragic Slip when the ability resolved it would do 0 damage since the last known power was negative and negative damage is undefined and so 0 is used.
There is quite a bit of Control Magic effects, in addition to creatures having either ETB effects to destroy other creatures or activated abilities to do so. Other than that, there's very limited removal instants/sorceries. Usually it's either Path to Exile , Hero's Downfall , or Tragic Slip if it's not with the permanents listed above.
At the same time, I do think that a strategy that has weak spots becomes worse the more players there are at the table, since there is a higher chance someone is going to have an answer.
When I first played voltron, I played a commander that was only 2 mana, and would never have to be rebuilt if he left the battlefield: Skullbriar, the Walking Grave . However, even though he can be even more threatening than even Rafiq of the Many , he would get killed, enchanted, targeted, taken control of, or any other form of removal in 75% of the games I played with him even though I had every card to give him removal evasion in the colors. After thinking about it, I found that even more than unblockability or high power, a voltron needed an innate protection, so when I build Sigarda, Host of Herons , I saw that 90% of the games, I only cast her once and won with her.
It could be a metagame issue, but I don't doubt that she would have been hard to remove in any metagame, not just my own.
For your sideboard you want cards like Torpor Orb and Grafdigger's Cage . Take out Revoke Existence , Rootborn Defenses , Stain the Mind and Tragic Slip . Add a4th Path to Exile in replace of Sin Collector . Also don't worry about Bitterblossom . It's not good for b/w tokens.
Boza wow man, you are awesome :DThank you very much! You helped a lot. Btw I kept the 4 Tragic Slip just for some removal, or even to trigger the morbid effect. But I feel guilty, because you created this deck is almost entirely. I have very little in it :(But thanks for helping me again, I'm not very aware of the magic cards, and theese are my first decks I've ever built on my own (well not on my own cause you helped a lot, but you know). So I made a lot of changes in my deck, and I hope you will like the very new deck of yours :P
A very nice start to a decent pauper deck that never gained enough exposure or validity in the meta - it just does not interact well with the opponent.
Lets start the breakdown from the very beginning. The core of the deck is:
22 lands - we have really just 7 out of 60 cards with CMC of 3 or more. Even if we increase that, 20 should be plenty. 4 Orzhov Basilica should replace the evolving wilds.
I'd drop down to a single Grim Harvest and replace the other 2 spots with removal. Victim of the night Vendetta Devour in Shadow Slaughter Pact Smother Bile Blight Tragic Slip Disfigure Ulcerate Drown in Sorrow Killing Wave Mutilate Black Sun's Zenith whatever ur preference. ...stay away from Go for the Throat . Affinity, Tron, and even Infect make it a horrible choice.
I originally gave this +1 just for the name. Then I saw who the general was and had to keep reading. Really glad I did. I love your win-cons here. I like that it's packed with some of the most ridiculous mono-black bullshit out there. And of course a name even Oswin would be proud of.
I do have a few thoughts. Hex Whomping 6 creatures for six mana is completely under appreciated these days. Damnation Speaks for itself. Both of these could be used to give Phage away. And you might also consider Liliana of the Veil . With all the ways you can pull stuff back out of the yard with this deck I don't see her +1 really being a problem for you. Tragic Slip because shit is going to die, and B to remove indestructible shit is awesome.
Looks like fun. You have access to black, so how about hand disruption of some sort? Thoughtseize , Inquisition of Kozilek , Surgical Extraction might be good SB cards. I think that running 4x Dismember over 4x Tragic Slip MB would be better, because Tragic Slip is too conditional.
You're also going to want some stuff like Grafdigger's Cage , Torpor Orb , Nature's Claim , Creeping Corrosion , etc. to shut down certain modern decks. I guess it depends on how competitive you want it to be.
|Avg. draft pick||2.68|
|Avg. cube pick||6.74|
|Commander / EDH||Legal|