"Ever wanted cheap removal with bonuses to boot?" Ever wanted to make games last forty minutes while you slowly whittle away at your opponent's health, or even better, have you ever wanted to give your opponent health only to steal it away from them along with their hopes and dreams?
If so, welcome. Grab a beer, stay a while. If you're playing with this deck you certainly will be doing plenty of that. The goal of this deck is to run exceptionally cheap removal at the cost of giving the opponent health. "But Alch! Why would I want to give my opponent health?" Aha, reader, that is where the glorious cards False Cure and Tainted Remedy come into play. You see, those cards that provided the opponent health for removal? Now they not only don't heal the opponent but deal massive damage. Is your opponent just not playing creatures, or they're just not dead enough yet? Just play Wall of Glare with Tainted Remedy in play and watch as their health slowly seeps away into nothingness, but what happens if all else fails? Are you out of removal or damage dealing cards? Then look no further than Elixir of Immortality allowing you to forever win the fatigue game!
In short this deck plays on "mega-value" using incredibly cheap removal and a strong defensive game to slow early aggression while building an exceptionally dangerous late game potential when your removal becomes a double edged sword and your initial walls are now constantly dealing built-up damage. It is a slow burn, by definition, since it takes time to build up constant value through anti-heal damage. The deck does have some mild advantages over classic burn, since it prevents heals later on due to the constant threat of a False Cure counter or just a Tainted Remedy shutdown. That means the only healing being done will typically be on your own terms.
To begin, this is my first personal deck design, and as such it is likely to be very unrefined. Keep this in mind as you provide feedback, and try to keep it productive. I'm always open to new suggestions on cards in this deck, and leave a comment on the ideas you want to share!
--CHANGELOG--Removed!-1 Wall of Omens-2 Chaplain's Blessing-1 Magma Jet
Added!x2 Healing Hands (Significant Improvement upon Chaplain's Blessingx1 Banefire (For some extra fun Red nuke.)x1 Laquatus's Champion (Meshes exceptionally well as an incredible late-game threat.)