Just my two cents on your Sign in Blood vs Read the Bones dilemma: I love both of these cards, but the subtler differences between them are what's going to make your mind up on it. Obviously RtB is a better option for card draw. It's easier on multicolor decks, and digs twice as deep as Sign does. However, Sign can be used to squeeze the last two life out of a player if it's needed. That usually takes people off guard by my experience, and has won me quite a few games, and it's usually why I choose Sign over Rtb. Definitely go ahead and test both. It's going to come down to what fits your style.
I like this deck though. +1
March 12, 2015 4:53 p.m.
March 13, 2015 12:23 p.m.
What do you think of Necropolis Fiend instead of the angler? It flies an can be used as psuedo-removal. Although it might be too expensive...
March 14, 2015 10:51 a.m.
I think that Necropolis Fiend could be really good if I weren't running so much delve and graveyard recursion. This deck is already pushing it in terms of using that resource, and I don't think it would be prudent to include even more. I like less conditional removal like Hero's Downfall as it is. Thanks for the suggestion though, I appreciate your feedback.
March 14, 2015 12:27 p.m.
beleren272, mostly because the deck came together during Fate Reforged. Gurmag Angler also has delve, which means that I can get him out significantly earlier. The dragonlord will probably find a home here, but I want to test it out once Dragons drops before I commit him to the list.
March 16, 2015 11:23 a.m.
Thanks man. I'm pretty excited to get it together and take it for a spin.
March 16, 2015 5:10 p.m.
Roast kills the angler, with that much blue You might want to consider dig over treasure cruise and replace angler with hexproof silumgar as a strong finisher, also a couple of negates to protect waste not seem relevant, especially against The xw xxw decks going around.
March 24, 2015 7:18 p.m.
Yeah, it definitely seems like removal is going to be an issue post-DTK. Get some hexproof in, and some counterspells, and hope the deck doesn't suffer too much as a result.
March 24, 2015 7:41 p.m.
You have 8 fetchlands and only 6 lands they can go and get?
March 25, 2015 1:46 p.m.
.......I can't believe I did that. And that no one else mentioned it. I'll fix it real quick.
March 25, 2015 5:41 p.m.
March 25, 2015 7:22 p.m.
Sidisi, Undead Vizier seems like she is perfect for a deck like this, shes a zombie, she can exploit a token or herself and find anything you need, then Tasigur can bring her back again.
March 28, 2015 11:48 p.m.
Maybe do a green splash? Commune with Gods really helps Tutor a Waste Not and adds to your Delve.
April 1, 2015 7:15 p.m.
Hey mate, love the deck and game plan, going to see if I can come up with any suggested changes later tonight. One thing that I don't get, why are you running Bloodstained Mire?
April 2, 2015 10:13 a.m.
Kettleback: Bloodstained Mire is really useful in that it helps thin lands out of my deck (as in, when I draw it, I pulled two lands out of my deck instead of one, which makes me less likely to draw a land later). It also puts an extra card in my graveyard, which helps with all the delve spells that I'm running. And because the deck is largely black, it doesn't throw off my mana much at all.
April 2, 2015 3:04 p.m.
Also if you play urborg you can fetch an island with a mire. Urborg, Tomb of Yawgmoth
April 2, 2015 3:06 p.m.
shepherdofire: unless I'm misunderstanding something, Urborg, Tomb of Yawgmoth actually won't enable Bloodstained Mire to fetch Islands, as it only affects lands, and not land cards. Permanent cards are not permanents of their type until they hit the field. That said, mire is the builder's choice here because swamp fetch is far more relevant to this deck than island fetch.
April 2, 2015 3:23 p.m.
thatcardguy is definitely right. Thanks for the input.