Every creatures sacrifice is for....The Greater Good.
The basic premise of the deck is to play creatures that either make value when they are sacrificed/killed or that make other creatures when they hit the battlefield so you don't care much if they die.
Catacomb Sifter
- One of our best cards. Healthy amount of power and toughness added to the field in the form of two creatures. Gives us value when we sacrifice our creatures by smoothing out our draws.
Distended Mindbender
- This is one of our payoff cards. We can sacrifice something like an 0/1
Weaponcraft Enthusiast
that put two Scions on the field and get a 5/5 body with double discard for 4.
Filigree Familiar
- Probably our best sacrifice target. Gives us health when it enters and a new card when it leaves. Also easy to cast although that isn't a huge problem in our deck.
Scrapheap Scrounger - Another good sacrifice target but because of how easily we can bring it back to sac again. Since our deck is so creature heavy it can easily find targets in the yard to exile.
Smothering Abomination - One of the strongest but also most dangerous cards in our deck. This gives us a consistent way to get card advantage and sacrifice our creatures. It really relies on having our other cards stick though. It has major synergy with the rest of the deck which you can look into in the synergy section.
Voldaren Pariah - Probably our best answer to a lot of the problematic cards in the format that decks have trouble dealing with. Anything that can get hexproof, protection, indestructible etc won't be able to avoid our triple sacrifice trigger. Also can be a big beater after transform or a quick and wide sacrifice outlet.
Zulaport Cutthroat - This card does 3 things well. It can give us a secondary wincon to combat damage. It can slow down the game by gaining us life. It gets sacrificed well (especially in groups all at once coughVoldaren Pariahcough).
Appetite for the Unnatural and Natural State - Our answer to enchantments and artifacts. Natural State for quicker artifacts like vehicles and Appetite for bigger ones like Marvel.
Grasp of Darkness - Quick and strong removal for decks that make more creatures we need to deal with.
Lost Legacy - Strong sideboard tech to remove cards that our deck doesn't interact well with. Handles major bombs like Emrakul.
Ruinous Path
- Another hard removal spell for creatures and especially walkers.
Transgress the Mind
- Our prefered discard spell. Hits most of the threats that our deck doesn't handle well.
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