Target creature gets -3/-1 until end of turn.
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Wring Flesh Discussion
3 months ago
As far as suggestions go, I can't help but feel that your land count is a bit low - I tend to stay around the 37 mark. I noticed that you're a bit sparse on draw spells, and black gets some of the best draw pauper has to offer; I run Sign in Blood, Night's Whisper, Succumb to Temptation, Phyrexian Rager, and Read the Bones in my own list.
Three cards in your list that seem a bit underwhelming to me are Last Caress, Contaminated Bond, and Reave Soul. The former seems too minor an effect, even with the cantrip. The Bond is a cool card, but most of the time I think it's a better idea to remove the threat entirely (if you dig the "slow drain" theme, I think the Contaminated Ground in your maybeboard would be better in this slot.) For myself, the sorcery speed of Reave Soul makes it less appealing - maybe something like Wring Flesh, Spinning Darkness, or Tendrils of Corruption would be worth considering? I also dig Viper's Kiss as "utility" removal.
Great deck, though! Pauper EDH is my new favorite format, as it tends to feel more like 'oldschool' magic.
4 months ago
Atony1400: Hey! Thanks for the suggestions. I was thinking about Dark Ritual or Altar's Reap to replace Wring Flesh actually. However, since I am suddenly in a "budget" phase, I'm leaning away from the Ritual. =(
Grasp of Darkness is cool, but is in use in another deck. Plus over budget. =(
Shrivel on the other hand, I could see in the sideboard.
Thanks, though, what about a better 2-drop creature? Any ideas?
6 months ago
Your deck is indeed lacking focus lemme see what I can do. Also these suggestions are assuming you're going for a low to the ground evasive agro build of faeries. Your deck is also extremely budget and if any of suggestions are too out of your price range it's fine let me know and I'll see if I can some up with a better alternative. Also your land base really needed some changes made to it so I made them I'm not sure if with the changes it equals 60 cards still let me know it not. I really hope these help
Changes to enchantments (+)
- +4 Bitterblossom This card does everything you need in your deck; low cmc and makes rouges/faeries. By itself bitterblossom can take over and win most games if left unchecked long enough.
Changes to enchantments (-)
- -1 Protective Bubble your cards almost all already have flying which makes them hard to block + scion already gives shroud no need to have this semi-expensive protection in here
Changes to instants/sorceries (+)
- +2 Counterspell one of the best counters in legacy and since you're only playing a two color deck it should not be too hard to cast being UU
Changes to instants/sorceries (-)
-1 Hideous Visage again no need to make your creatures hard to block they already are.
-2 Notorious Throng this card is good if you have the mana as it can straight up end games if cast for its prowl cost but most of the time it's over kill. its insanely good as a 1 of that can steal games if you cast it when your opponent's tapped out (say by mistbind clique) also I've added quite a bit of draw power so you can see it rather often even though its just a 1 of.
-1 Recall you play so many creatures and they are either A. easy to protect or B. expendable you don't need to wasting mana to get them back when you could just cast another in the place of one that was lost.
-1 Smallpox kinda lack luster as a 1 of and hurts you as well slowing you down, you're trying to win quickly and overwhelm your opponent before they have answers to your army.
-1 Sorin's Vengeance another card that is way to expensive for what it does by the time you are able to cast this either you or your opponent already won.
-1 Nameless Inversion two mana for a pseudo removal/buff isn't really as worth it as straight up removal
-1 Sorin's Thirst see nameless inversion
-1 Wring Flesh see nameless inversion
-2 Violet Pall this card is just straight up bad sorry to say its way to expensive and the value of a single 1/1 faerie rogue for it is not worth in any way.
Changes to creatures (+)
+4 Faerie Miscreant This is another low to the ground faeries rogue that draws you cards.
+1 Latchkey Faerie This card if your bring it in for its prowl cost can be very effeceint but you don't want to be paying the 4 mana ever so have 2 means you see if enough where it can cantrip and give you a 3/1 body while digging deeper into your deck but also you won't always see it.
+3 Mistbind Clique This card is insane its a 4/4 for 4, protects a faeries (if they target for removal just flash in and exile target protecting it), semi-time walks your opponent (cast on upkeep and taps them out so they can only play instant in response). They only reason I'm not recommending 4 is that it is kind of expensive and you want to keep this decks cmc pretty low.
+1 Oona's Blackguard this is the main card in your deck and you want to see it every game as soon as possible it makes all your rogues when they etb bigger speeding up your opponent's clock as well makes your opponent discard when they take dmg (which is going to be often) keeping them from stopping your army of creatures.
+1 Scion of Oona this card protects all your faeries(flash it in in response to removal) and makes them bigger and you can bring it in on your opponent's end-step to save mana on your turn. the only disadvantage is that since it grants shroud not hexproof you can not target your own faeries(which is why I'm not recommending 4). Also having 2 means they can't be target as well.
Changes to creatures (-)
-1 Stinkdrinker Bandit while this card is excellent at making your rogues bigger(since all of them having flying they will usually be unblocked) and its prowl cost makes it very efficient to cast you already have quite a few other lords in the deck and to many buffs may be overkill. (this card is still amazing in theory and if you want to keep 3 that is fine I just feel you might need to start adding more removal/control)
-1 Auntie's Snitch I feel the goblins are unnecessary and they are easily blocked bc they don't have flying
-2 Ghostly Changeling 3 cmc is a lot in your deck + an additional 2 to make it into a 3/3 temporarily is not worth it.
-1 Marsh Flitter too expensive for a lack luster effect
-1 Mothdust Changeling it is cheap but doesn't do much except slow you down to make it flying? not worth it
-1 Nightshade Stinger again doesn't do much can't even chump block big creatures
-2 Prickly Boggart low cmc and has fear but other than that doesn't do anything and fear is worse than flying no point in really having it
-1 Sower of Temptation while this card can steal big creatures from your opponent your opponent won't always have big creature to steal its cmc is also high. this card is better in the side board where you can bring it in when you know it will be an effective choice.
Changes to artifacts (-)
-1 Cloak and Dagger scion of oona does this better
-1 Coat of Arms to expensive and they're better buff cards already suggested
Changes to lands (+)
+2 Watery Grave
Changes to lands (-)
1 year ago
Proposed changes (luckily CubeTutor shows me bottom pick cards, so a good chunk of these are from there):
- Ivory Charm -> Festival of the Guildpact
- Mortal Obstinacy -> Inheritance
- Marrow Shards -> Hail of Arrows
- Infantry Veteran -> Secure the Wastes
- Icatian Javelineers -> Caravan Escort
- Elite Vanguard -> Dragon Hunter (mainly for Dragonmaster Outcast and changelings)
- Turn Aside -> Repeal
- Wring Flesh -> Skeletal Scrying
- Bloodchief Ascension -> Killing Wave
- Sarcomancy -> Suffer the Past
- Thornbow Archer -> Vampiric Tutor
- Tortured Existence -> Phyrexian Reclamation
- Needle Drop -> Magmatic Insight
- Crater's Claws -> Red Sun's Zenith
- Norin the Wary -> Goblin Guide
- Tarfire -> Molten Vortex
- Flamespeaker's Will -> Pyroblast
- Prey Upon -> Bequeathal
- Insist -> Glimpse of Nature
- Emerald Charm -> Keen Sense
- Mana Bloom -> Green Sun's Zenith
- Hornet Sting -> Windstorm
- Thrive -> Sylvan Tutor
- Fastbond -> Exploration
- Neurok Hoversail -> Chromatic Sphere
- Elixir of Immortality -> Conjurer's Bauble
Didn't find spots for these: