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1, Sacrifice a creature: Target player reveals the top card of his or her library until he or she reveals a land card, then puts those cards into his or her graveyard.
I hope this deck is not too vulnerable without a starting hand Waste Not . Thanks for the comments again! Going to try this!
Scenario: Opening hand #1: Summoner's Pact, Undercity Informer, Simian Spirit Guide, Dark Ritual, Cabal Ritual, Dread Return, Simian Spirit Guide
I keep. I exile a Simian Spirit Guide and use the mana to cast Wild Cantor . I sacrifice Wild Cantor for a black mana and use the black mana to play Dark Ritual . I use two of the mana from Dark Ritual to play Cabal Ritual . That gives me a total of four black mana. I cast Undercity Informer and use my last remaining mana to activate its ability, putting my library into my graveyard and four Narcomoeba 's onto the battlefield. I sacrifice a Narcomoeba to flashback Cabal Therapy, targeting myself and naming Dread Return , which I then discard. I also get a zombie token thanks to Bridge from Below . I sacrifice a Narcomoeba to flashback Cabal Therapy on my opponent, naming whatever card I suspect might be a problem and getting another zombie token. If I see something that it still threatening, I sacrifice a third Narcomoeba to flashback my last Cabal Therapy and get rid of it, possibly getting another zombie token if my opponent hadn't already had any cards discarded. I then sacrifice three creatures, say one Narcomoeba and two zombie tokens, to flashback Dread Return targeting Underworld Cerberus . All of my creatures in my graveyard go to my hand. I exile a Simian http://static.tappedout.net/None_medium.jpgSpirit Guide for a red mana and use it to play Wild Cantor . I exile two Elvish Spirit Guide 's for two mana, sacrifice Wild Cantor for a blue mana, and cast Laboratory Maniac . With the Maniac on the battlefield, I cycle a Street Wraith and win
Okay, to preface this entire comment, I'm not particularly experienced with standard, so take this with a grain of salt.
Now that that's out of the way, there are a couple deficiencies I see here:
Personally, I wouldn't play more than 25 lands in a 60 card deck unless I had a reason to. I would suggest taking out a couple swamps and a couple islands, and probably only running about 2 Urborg, Tomb of Yawgmoth . Don't get me wrong, the Tomb is a great card, but it sucks when you draw more than one because then you have a dead card in hand. Also, unless you have all of these lands, you'll be dumping a bit of money on them. If money is no object, go right ahead. I would still say take out a couple lands, as doing so would free up some room for more cards that actually allow you to mill.
While your creatures are all pretty good, they don't feel like they really belong in this deck. I wouldn't suggest running Fate Unraveler or Hypnotic Siren unless you just need creatures to bulk up the deck. If you're thinking of going with a slower, controlling mill, I would suggest the following:
Grisly Spectacle : Destroying creatures is always nice, and since this only costs one more than Murder , you might consider running it. Psychic Strike : Like Countermand , only cheaper. Mainboard a couple Phenax, God of Deception s. He's great for milling someone at end of turn, especially with your defenders. Wall of Frost : Goes well with Phenax for milling at the end of an opponent's turn with your defenders. Devour Flesh : I know it might seem a bit risky to be giving an opponent life, but you aren't going to care much about their life total anyway. Also, getting rid of a creature is pretty great. Balustrade Spy : As good as having a defender as good as Wall of Frost is, it's always relevant to have flyers. It mills a bit, which is a nice added bonus. Other than that, here are some others: Returned Centaur , Undercity Informer (only if you're running an aggressive mill/graveyard recursion strategy), Mind Grind , and finally Paranoid Delusions (again, only if you're going aggressive). Sorry for the wall of text. Hope this helps.
ZenoZero: The deck should go off on the first turn in the best situation, which is at least half of the time. It should go something like this:
1) Use card draws and mana creators (like Chrome Mox , Lotus Petal , or Dark Ritual , just as examples) to play Balustrade Spy or Undercity Informer and mill your entire deck because you have no lands.
2) 4 Narcomoeba will come back to the battlefield as a result of the mill. Flashback Dread Return by sacrificing three Narcomoeba s. Target Angel of Glory's Rise to get Azami, Lady of Scrolls and Laboratory Maniac onto the battlefield from your graveyard, since you are completely milled (you'll get some other dudes, but you don't care about them).
3) Using Azami, Lady of Scrolls 's ability, tap either herself or Laboratory Maniac (both are wizards) to attempt to draw a card. Normally when you draw a card while you have no library you lose the game, but Laboratory Maniac says you win instead.
Blasting Station is actually incredible, and doesn't even require the Murderous Redcap to win! The only problem with the Undercity Informer is that it costs a mana to activate the ability. I'll make room for the Station, though. Thanks!
I would try adding more sac engines, possibly ones that you can Pod into, I don't think 4 Viscera Seer is enough. I like Bloodthrone Vampire , Dimir House Guard , Bloodflow Connoisseur , Flesh-Eater Imp , Blasting Station , and even Undercity Informer if they have something that would prevent damage or something.
At one point or another, all of these cards have been in and out of different builds of shirei. Victimize is probably something that I want to re-add, considering it interacts very well with the deck on top of being a strong card.
Undercity Informer is a great one too, but I think I will need to make some changes to the deck overall to make sure that I can actually mill people without hitting a shuffle effect, as Bitter Ordeal and Thoughtpicker Witch can only do so much. For that matter, I find that I never need Phyrexian Altar over Ashnod's Altar , but instead, I might add Altar of Dementia again to build a mill pathway into the deck. This of course works best after death cloud has destroyed all lands in play -- hopefully with Kormus Bell to make it extra powerful.
Ritual of the Machine and Helm of Possession would be great if I wanted to build more of a Mindslaver deck -- but in this deck, the goal is to kill their creatures, rather than steal them. I may consider re-adding both Lightning Coils and Jar of Eyeballs , though I usually get troled pretty good if my opponents save their removal for my untap phase. I would definitely need to see if they go with the theme of this particular deck, but it does seem like a good idea to get them back in, considering how powerful they can be.
Culling the Weak is something that I really should have in here, as well as Songs of the Damned -- which is great in most situations. However, Killing Wave is not good in most situations, as my opponents are equally likely to have one important creature that they are willing to pay for. Of course, it would help as a sac outlet and a priority focussing tool, but I have played with it for and have always regretted drawing it.
Null Profusion is great, and with the new additions for speed, it should find a comfortable home here. It fits the flavor of black very well, so I don't really mind the non-optional trigger on it (or Dark Prophecy )
|Power / Toughness||2/3|
|Avg. draft pick||8.97|
|Avg. cube pick||1.99|
|Commander / EDH||Legal|