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Vintage | Legal |
Castle Locthwain
Land
This enters the battlefield tapped unless you control a Swamp.
: Add .
, : Draw a card, then you lose life equal to the number of cards in your hand.


![Betor, Ancestor's Voice feature for Things Betor Left Undead [Primer]](http://static.tappedout.net/mtg-cards-2/TDC/betor-ancestors-voice/regular-1740452505-sf-1740336344.jpg)





kamarupa on
Golgari Scavengers
2 months ago
I have some suggestions. Feel free to ignore them!
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Unearth instead of Treasured Find.
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The Ozolith instead of or in addition to Fate Transfer - it's quite a expensive, so maybe you don't want to invest in it, but it's cheaper to cast and as a permanent, works statically, which is quite nice. The downside, in addition to its hefty price is that it's Legendary.
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Corpsejack Menace has long been a staple in golgari counters
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You didn't include "Budget" in your description or Hubs, so I'll suggest Yavimaya, Cradle of Growth and Urborg, Tomb of Yawgmoth as useful lands. They might help your opponents mana-fix, too though. And of course, if they're too expensive, just disregard this. Other lands to consider: Castle Locthwain, Bojuka Bog, Darkbore Pathway Flip, Blooming Marsh, Deathcap Glade.
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Thoughtseize is a classic black spell, but only 2x isn't much, especially when it's your only means of removal. Golgari is arguably the best color combination for removal ever. Abrupt Decay and Assassin's Trophy are at the top of a long list of great removal spells, and both are exclusive to golgari. I'd suggest 2x of each, but either would be useful. The other could go in your sideboard. Since you are already running some sac outlet creatures, Fatal Push would be a good fit, too.
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Bow of Nylea is always good. It's another Legendary, so no more than 1x.
kamarupa on
1 year ago
Like wallisface said, this looks very susceptible to removal spells. 3x Loran's Escape is probably not sufficient. Invisible Stalker is a great creature for a deck such as this. If you can find creatures that have built in durability/protection, those tend to be favored in aura decks like this. To that end, if not creatures, there are def auras that can help give your creatures more staying power - Hyena Umbra being high on that list.
I don't think All That Glitters is worth it. It's half an Ethereal Armor at double the MV.
1xHall of Heliod's Generosity seems pretty valuable here. I also think 4 more dual lands would help, especially given how many spells you have that require either or WW or BB to cast. (something many people try to avoid in non-monocolored decks) And personally, when I play with black, I usually include 1xBojuka Bog and often 1xCastle Locthwain.
I also suggest limiting instants like Fracture to the sideboard as much as possible. You want/need as many enchantments down as possible. Use spells like On Thin Ice as much as you can. Classics like Journey to Nowhere and Oblivion Ring aren't the lowest MV or as fast as instants, but the bump to the enchantments that care is worth it.
The thing I really like about Kor Spiritdancer is the draw card. Almost every deck needs a way to draw extra cards, and repeatable effects are among the most powerful. That also makes your 'dancer even more of a target. It may well be easier to use different creatures and add a draw card spell than it is to protect and draw cards from your 'dancer. It's a tantalizing, but difficult creature to successfully build around.
When it comes to the sideboard, it doesn't make a lot of sense to me to include spells duplicate mainboard spells. IE, Fatal Push isn't doing anything Path to Exile doesn't already do well. Kaya's Guile, on the other hand, using the sacrifice mechanic, does do something Path doesn't - it get's around hexproof AND indestructible. You might find Extirpate useful. Fracture should be in the sideboard. That eliminates the need for Mortify.
Sky_Blue_Skies on
"Baneslayer Black"
1 year ago
Hey many thanks! The Mutavault + Urborg, Tomb of Yawgmoth package is definitely appealing and something I'd like to keep my eye on going forward, though I've opted out of using them at present due to mana consistency considerations with my 4x Castle Locthwain and 4x Bloodletter of Aclazotz, two absolute cornerstones of this build. (As far as I can tell from watching others play similar decks, you gain a lot of edges by more or less insuring that your mana only helps and virtually never hinders you--Mutavault, while very powerful, is also a recipe for occasional mana screw). Nykthos, Shrine to Nyx is also (obviously) appealing if somewhat less competitive, but at this time I'm not even sure what I would do with the extra mana save for spending it occasionally on Tainted Adversary triggers!
ShodoPhan on 4-drop for BG midrange
1 year ago
Hi guys, currently I am running 2x Sheoldred, the Apocalypse (don't have more), but looking for 1-2 extra 4-drops to fill and I am currently testing new Blossoming Tortoise x 2 with 2x Restless Cottage, 2x Hive of the Eye Tyrant, 2x Castle Locthwain and 3xField of Ruin + 2x Virtue of Persistence to have way to return milled creatures back to the game.
It feel fun to play and revarding, but maybe it is lacking in overall value and competitive way, so I was thinking about: Esika's Chariot vs Nightpack Ambusher (both do kinda simmilar thing, but... I am not really sure which one is better to run as 1 or 2 copies)
I have othervise standard BG (ROCK) shell
Thank you for help!
Blackgate on
Tomb of Annihilation (Venture into the Dungeon)
1 year ago
Hello K4nkato thank you for the feedback!
I agree the deck could use more 1 and 2 drops (currently there 4x Dungeon Crawler, 4x Intrepid Outlander, 2x You Find a Cursed Idol and 2x Fates' Reversal).
Mosswood Dreadknight is a good recommendation. How do you recommend squeezing this in?
I considered using Assassin's Trophy for removal but Murderous Rider as a creature with lifelink (and Zombie synergy) helps off set the loss of life when traversing through Tomb of Annihilation. I found this additional life gain to be quite handy as the deck can complete Tomb of Annihilation quite fast and is pretty consistent.
Castle Locthwain is a great idea and I’ll add it to the deck- thanks!
K4nkato on
Tomb of Annihilation (Venture into the Dungeon)
1 year ago
I have a few observations:
1) Your curve is too high. Too many hands have nothing to do on turn 1 & turn 2. Against midrange decks like Rakdos Midrange they’ll likely have Bloodtithe Harvester in play with Fatal Push ready to kill your three drop (they sack a blood token to trigger Revolt). Unless you open an Intrepid Outlander you’ll be defenseless until turn 4 or 5. You should diversify your curve with more 1 and 2 drops to smooth out your plays. While it’s not directly dungeon related I think Mosswood Dreadknight would be a great 2-drop.
2) You don’t have enough interaction. A combo deck like Greasefang, Okiba Boss can combo on turn 3 before you have a chance to remove her with Murderous Rider. If you remove her vehicle with You Find a Cursed Idol but don’t kill her she’ll just combo again the next turn. There’s a lot of great removal options in G/B like Abrupt Decay or Assassin's Trophy that handle tons of different matchups.
3) You don’t have a good plan for over-the-too value decks. The dungeon plan takes time to grind (not a bad thing), but your need to give yourself the time to grind. If you play against a deck with something like Bring to Light or Enigmatic Incarnation you might get completely ran over by Omnath, Locus of Creation or The Scarab God. You can fight back against these decks with unconditional removal like Go for the Throat and discard spells like Duress and Liliana of the Veil.
4) You need some more card draw. If you’re lowering your curve you should expect to play longer games & can pull ahead of opponents with card draw engines. Castle Locthwain pulls you ahead of your opponents in long games. Hive of the Eye Tyrant gives you an option to win the Dungeon back from an opponent when you’re out of creatures & closes long games against control decks. Field of Ruin is great for midrange mirror matches bc it blows up your opponent’s castles.
Dungeons can be a hard mechanic to work with but it rewards you for playing long games & slowing your opponent down. If you run a solid midrange deck with Dungeon cards to break parity and pull you ahead you’ll have a solid game plan.
Crow_Umbra on
I will have no friends anymore
1 year ago
Based off the name, I thought this was going to be a Tergrid deck lol. I have a few cards that might be worth considering, given your theme:
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Mind Stone or Jet Medallion - Helpful to have maybe one more rock, depending on your budget.
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Castle Locthwain and Geier Reach Sanitarium - Squeeze some more draw onto some utility lands.
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Plumb the Forbidden - Might be a bit better if you had a more creature heavy deck, but is still pretty useful, especially since Sheoldred will cancel out some of your life loss.
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Syphon Mind - Seems pretty silly with Sheoldred.
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