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(TL;DR skip the next two paragraphs) This is my "first" deck I've made, with a lot of thought (excluding drafts). I just want your opinion on making this deck better, and if its garbage.

I wanted to make a deck centered around Deadly Wanderings , after I used it to beat my friend playing Abzan at fnm draft, this causing her to fall on the floor in a comical manner, barely comprehending my victory (as was I).

Alright, so the premise of this deck is obviously keeping one creature on the field, gaining an overly excessive amount of health, and keeping the competition in check.By play testing this deck (with my self :( ), I have found a ton of synergies (most unintentional).

Creature combos: Acolyte of the Inferno works very well with deathtouch. With deathtouch it gives it a pseudo-first strike, saving it from whatever horror it was blocked by (unless said blocker has indestructible, then he's screwed).Necromantic Summons works well with Erebos's Titan . Kill target creature that looks good. Use Necromantic Summons to bring it to the dark side, and bring back your titan to your hand.Now you may be asking "Bumbs,even if you're swinging for 7 with lifelink. It wont matter if the opponent swings for 20, and you have no blockers.", but that is where the Haunted Plate Mail comes into play. You'll be dashing or throwing your creatures at the opponent, so most times you'll have zero creatures. You will then be able to use the spooky mail's ability. Either having a 6/4 deatouch/lifelink, or (at most) 3 4/4 blockers. Because the plate mail is an artifact, unless the ability is active, it will survive all the board wipes in this deck. Making for a few combos in and of itself

Removal/board wipes:Chandra's Ignition is 10x better thanCrux of Fate, as long as you've got DW( Deadly Wanderings ) and a creature.You will be doing on average 4-6 damage to each other creature, with lifelink. The six damage will kill a lot of creatures, but with deathtouch they'll be dead either way. Chandra's Ignition makes the creature deal damage to each opponent as well, so you will be sinking some damage into the opponet/s.Ideally, you want to pop Ignition before combat, then swing for double damage. You want to make sure the opponent has a decent amount of creatures out, so you will be getting as much health as possible.Arcbond is a way a cheaper, but more situational, Chandra's Ignition. This can easily save you, as it has me (in the 2 games I have played this deck, with someone else). The ideal play is to have DW, swing with a creature, it gets blocked, then arcbond it. It will deal what ever the amount of damage it took and "share" it across the board. The lifelink reverses the damage the creature deals to you. Arcbond also works on the opponents turn, even if your creature is tapped. Just arcbond your creature, and lightning bolt it. Tail Slash is a more controlled arcbond, as you will be centering the damage to a single creature.Crux of Fate is pretty self explanatory. Either kill all dragons, or non-dragons. Deathbringer Regent is a crux of fate on wings. Destroying any creatures, and you're left with a 5/6 flyer.

I have found this deck to be on somewhat of a timer, a two part deck; At early game the deck focuses on burn, and generally dealing as much damage as possible. Getting Chandra to flip, and bumping up the akroans/acolytes. Just dealing damage. But after turn 5(or when you are able to cast DW), it turns into black control. Using crux of fate, throwing the excess creatures at the opponent, or putting down the deathbringer. You're just trying to get your creature count to 1 or 0.

Dark Petition and Liliana Vess are in,because sometimes you need a boardwipe, sometimes you need DW, or sometimes you need a planeswalker.

Thoughtseize is obvisouly the superior discard, however it is pretty pricey. Trade thought seize out for Duress and Despise if its to high.

Special thanks to Neko069. The deck was originally made for the lols, but he gave some serious suggestions for standard play. I would love to hear your opinion, and i'm open to whatever said opinion is. Suggest away, and feel free to make your own version of the deck.

Suggestions

Updates Add

I've been fiddling around with the deck, and I have added Goblinslide into it.

Goblinslide adds the option of throwing a goblin out, whenever you cast a spell, that has haste. Now you're trowing 1/1 with haste out, not very impressive. However, with the addition of Deadly Wanderings, you've got a disposable 3/1 deathtouch/lifelink. Goblinslide has defensive capabilities just as much as well. Zap a creature, pay an extra mana, and then block with your 3/1 deathtouch/lifelink. Goblinslide comes in as a significant threat the more Deadly Wanderings there are on the field, with one DW a 3/1, with two a 5/1, and with all three a massive 7/1. This makes a weak lightning strike very powerful late game. Remember its with any non creature spell, so theoretically on turn 6 play your second DW, then pay an extra 1 mana, and boom 5/1 deathtouch/lifelink.

The biggest counter to this deck,so much so that it could be a game loss, is Tainted Remedy,this will demolish you. All your opponent has to do is block a mob, and you're committing suppuku. So, i've added Orbs of Warding. It's pretty self-explanatory, you have hexproof. It's other feature is more of a bonus than an actual benefit, but if you squeeze a few more in the deck, then it becomes a huge buff(but at a massive cost of 4 more cards, and 20 mana to throw down a playset).

Sidenote; with BFZ out in a couple of weeks I will have to remove/replace some cards, so ideas are appreciated as always. I'm sure there will be some sweet cards out in BFZ. Also Defiant Bloodlord seems promising for DW. He will be a 7/3 flyer with deathtouch/lifelink, and a pseudo-doublestrike; swing for 7 at you opponent, without flyers, deal 7, gain 7, deal 7 again. But if they block, you'll still be dealing 7 damage to their face. He maybe expensive, but by the time you can cast him, you'll be set up.

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Date added 8 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

6 - 1 Mythic Rares

16 - 4 Rares

10 - 1 Uncommons

12 - 3 Commons

Cards 63
Avg. CMC 3.55
Tokens Emblem Chandra, Fire of Kaladesh, Emblem Sarkhan, the Dragonspeaker, Goblin 1/1 R, Warrior 2/1 B, Zombie Horror */* B
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