- 4x Ammit Eternal
- 2x Drana, Liberator of Malakir
- 2x Hapatra, Vizier of Poisons
- 4x Obelisk Spider
- 4x Soul-Scar Mage
- 2x Voldaren Pariah
So the biggest problem I see here is you have conflicting mechanics. Are you trying to create tokens off of Nest of Scarabs or buff your team with Drana, Liberator of Malakir. The two can work together but you sacrifice consistency by doing so.
Regardless I would cut the other creatures are definitely play Ammit Eternal as it would sync well with the enchantment and Drana, Liberator of Malakir. I would also consider adding green for Obelisk Spider (with Drana it isn't just a blocker as it has so much toughness), and Hapatra, Vizier of Poisons (more payoffs to -1/-1 counters).
As for the non-creature spells I would keep Magma Spray and maybe 1 Outnumber though it feels like a win-more card. In their place I would consider Fatal Push (really good removal, Murder is a budget alternative but no where near as good), Abrade, and Blossoming Defense.
Move Sweltering Suns to the side or remove it as it hurts you and use those slots to accommodate more creatures like the ones I mentioned and maybe even a The Scorpion God.
If you need any more help on more specific area of the deck (for example the manabase) let me know.
August 13, 2017 10:46 a.m.
I had thought about green but 3 color goes too slow. And sweltering suns also works with Soul-Scar Mage and Nest of Scarabs it would wipe field but also weaken or wipe the entire feild giving me three scarabs for each opponents creature that is now weakened or dead. Ammit i was definately leaning towards because for nothing it helps the scarab part. Thank tou for your time hope to hear back.
August 13, 2017 12:01 p.m.
The problem with Sweltering Suns is it is likely going to kill your board and having some 1/1's in exchange is not a great deal as most decks well be able to rebuild pretty quickly and zombies (probably the widest target of suns can recur everything from the grave. You also can't rely on having Nest of Scarabs out every time you suns as it is only a four of this means you have about a 39% chance of seeing it in your opening hand, if you played 2 Hapatra, Vizier of Poisons your chances to have a token generator with the -1/-1 counters goes to 54% so the odds are in your favor.
Finally, three colors doesn't have to be slow, if anything three colours is better because it gives you access to more cards that work better with your strategy. I have never had any problem playing 3 or even 4 colors speed wise. To make three colours work you just need to invest in duals like Blooming Marsh, Aether Hub, and maybe even Attune with Aether, when Ixalan comes around the manabase gets even better with the buddy lands. Basically, sorry for coming on strong but I really feel that -1/-1 counters needs green to be worth it. 1/1 deathtouch snakes are a great payoff, 1/1 insects are nice but not a game ender, and green has all the support for -1/-1 counters (you even get Stinging Shot in the side).
August 13, 2017 12:12 p.m.
I was factoring the madness for Voldaren Pariah combo with Lightning Axe and the nest of scarbs getting 5 and tranforming pariah and and getting a free swing in to boot. of course soul scar mage as well and voracious null was more a side note wast sure between that and Ammit the eternal. And pariah can be a later stage play as well.
August 13, 2017 12:26 p.m.
Honestly both cards are not needed in my opinion, the biggest downfall of Lightning Axe is it can only hit creatures (especially considering grixis control seems to be on the rise), and then Voldaren Pariah Flip is often only going to be a 3/3 for three black which is already steep and not really worth it. I already don't think you have enough token generation and there are better options but if you feel you can reliably flip Pariah whenever you Lightning Axe and that you will always have Nest of Scarabs go for it, I just think you are betting on too much going right all at the same time, seeing how the earliest you could do this is turn 4, which in some matchups is too late. Basically you need one other way to create tokens, maybe even Call the Bloodline if you don't go with the frankly better Hapatra. Call the Bloodline would at the very least give you another way to discard.
August 13, 2017 12:44 p.m.
I've been busy at the moment.
I'll try to get around testing this in the next couple of days.
August 14, 2017 7:01 a.m.
I haven't playtested this yet but, thinking about this current build, you would get value from board wiping your Creatures if you ran some Zulaport Cutthroat.
Kalitas, Traitor of Ghet would be another way to go as it sees your Opponent's Creatures get board wiped, and makes that many Zombies.
I also think you could try Thermo-Alchemist.
It provides you with a way to get extra value out of your Non-Creature spells, which mostly do damage to Creatures. Every time you play one of your Instants or Sorceries you untap it, then retap it to deal direct damage to your Opponent.
August 14, 2017 8:50 a.m.
Definitely improved but you still have some cards I would cut. Diabolic Tutor is slow, I would just run another way to make tokens as opposed to spending the 4 mana to likely tutor fro your token generator.
Outnumber is a win-more card, I would swap it out for either more creatures or better removal.
Good luck, and let me know how it goes!
August 14, 2017 9:18 a.m.
OK I've played around with this a bit and would suggest something like this:
4x Nest of Scarabs
You also need a Sideboard.
I would build something like this:
3x Grasp of Darkness - excellent against gods
4x Lay Bare the Heart - the only way to deal with Enchantments in these colours
4x Never / Return - killls Planeswalkers and big Creatures
2x Sweltering Suns - more board wipes
2x Unlicensed Disintegration - kills big Creatures, and the colours are easier to get than Murder, although you could use that instead
August 14, 2017 9:53 a.m.
I have to agree with the earlier suggestion of Kalitas, Traitor of Ghet, it is a card that fits well with your deck. I still don't see Diabolic Tutor being fast enough however, I would cut it for the previously mentioned Incendiary Flow or Fatal Push to deal with creatures burn damage can't.
August 14, 2017 1:33 p.m.
I think this is the magic medium.... maybe Withering scarab
August 14, 2017 1:38 p.m.
As this stands it's not very good.
The biggest problem is Nest of Scarabs.
If Soul-Scar Mage isn't on the field, it is completely useless.
Which happens a LOT. Especially because it is a massive target for removal.
You don't have any Thermo-Alchemist, which would have helped.
You have too many different mechanics in your deck for it to be consistent.
You'd be better off choosing one of two mechanics, and focusing on them.
August 16, 2017 1:11 a.m.
I think what you are being told is similar to what I said before, you are relying on everything going right which doesn't happen in magic too often. Essentially for the deck to work you need to draw the same cards in the same order every game which is just not realistic, having Hapatra, Vizier of Poisons helps but that doesn't change the fact that you are relying on a couple little combos for the deck to work, and the odds you get those combos are slim. If you focused down onto one kind of combo, for example the -1/-1's you could build a deck that only supports that and doesn't have other interactions in the deck that hurt it's consistency.
August 16, 2017 7:04 a.m.
Oloro_Magic you have hit the nail on the head.
Breazilianare 18 Instants are WAY too many. Again, they are great if Soul-Scar Mage is on the field. If it's not, you are playing non-creature spells rather than creature spells, and those only really synergise with the Soul-Scar Mage. If you had Thermo-Alchemist in your deck as well you would get more value out of all the non-creature spells.
Are you playtesting this against other decks to see if it works? It feels like you are adjusting it without testing it.
August 16, 2017 7:51 a.m.
I'm going to try to explain this another way.
Less than a third of your deck are Creatures. Of those only six are CMC 2 or less. That gives your Opponent a LOT of advantage to get more of their Creatures on the field before you do, and also lets them hold on to their removal to pick of your key Creatures.
What you need to do is figure out ways to get damage through. That is the biggest problem I can see. Something like Destined / Lead might help you do that, while also allowing you to save a Creature from destruction.
August 16, 2017 3:40 p.m.
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This deck is Standard legal.