LMFAO...how in the |-|311 did I forget DotV? lol...man, I'm losin' it...that's where i don't need horobi...maybe...iono if he's wise or not for this deck...as for pact, I can't find room.
I don't recall the board at this point (and it may have been 3/15 on the Island/Swamp mix), but Extended is a different animal anyway. The Blue splash for Finkel was very nice. Mutilate allowed you to get rid of your own Graveborn Muse (as did the flashback on Therapy), and allowed you to abuse Rotlung's ability. Mutilating and ending up with 4-6 2/2 zombie tokens while your opponent has a bunch of land is good times.
yeh, I know that grave pact is awsome, I just don't know where it would fit...
also, would you say that Disciple>Head Hunter? The only good HH has ever been to me is tribute to Supplicant.
IMHO ravager in extended isn't any more gamebraking as goblins or alluren. Let's look at the ptq standings using starcitygames extended archive (top 4 during last 3 months): we have 21 affinity in top 4, about 55 goblins, 19 reanimators, 16 alluren and 56 rdw. Who says that this deck owns extended? Well, it depends on your metagame - if affinity rocks in your local shop try 4 MD Discple, if U/W or other control decks are strong play 4 Headhunters instead.
Yes we know, but this is post rotation. In this case the disciple would probally be better for the deck.
The one card you might be questioning is Gravestorm . Let me tell you, it is way better than Muse and Arena in my playtesting. Why?
-Muse and Arena are both "draw until you die", though you do have control over the Muse, Gravestorm can allow you to draw an extra card each turn, without pain.
-Alone, it can hurt a lot of decks. Many decks, IMO post-rotation, will rely a LOT on the 'yard. UG Madness. Goblin-Bidding. Threshold and Flashback decks. If you can't draw a card from Storm, you are probably going to maim your opponent's strategy to some extent. Otherwise, you net an extra card. It's a win-win situation.
-With Withered Wretch, insane synergies happen. We know how good Wretch is, and how he quickly decimates graveyards. With a Wretch and Storm on the table, you have a personal Howling Mine on the table. As long as you have your opponent's yard empty, you are going to be outdrawing your opponent and most likely win.
Shepard of Rot: It triggers Reanimator, Supplicant, and Grotto, making it a solid choice for the deck. It helps drag down the life totals vs. control, helping get within killing range to drain your opponent with Archon.
I chose Duress over Therapy maindeck because it will almost always snatch a card, where, unlike Therapy, it's the guessing game. I just bring it in vs. control for more discarding power. I do understand the flashback synergies, but I prefer Duress.
This will be lots of fun to play with after the rotation.
uh.. gravestorm only hurts your opponent if they want it to, and is completely dead against plenty of decks. It basically reads:
At the beginning of your opponents turn, they draw a card. Sometimes to a lot of the time, you can stop them for no real cost.
Hell, lets even say that they have to remove their best card every turn. Thats a wretch activation for free every turn, right? 1 mana a turn free, right? would you rather have 1 mana or a card minus one life?
Then we consider wretch/gravestorm: the only reason this would be better. Unfortunately, it comes at the cost of removing every card in their graveyard as opposed to just the dangerous ones; you have to spend at least a turn, and probably something like or extra just to start it off. So instead of paying life, you're paying huge gobs of mana; not something you want for a speedy deck, or even a normal deck. Thats also considering wretch is in play; Wrath of God means you lose your engine and you have to wait at least one extra turn to start storming again (Wrath in grave), as opposed to Arena which will always give cards.
If Arena ends up killing you from life loss, you were going to lose anyways; either because your opponent overwhelmed you despite your card advantage or you drew over 12 extra cards and still failed to kill them first. By turn 20 you would have almost decked yourself anyways. A card for a life is almost always a great deal; Its why Necropotence is so powerful.
Consider:
Regular Whisper XB
Sorcery
Draw X cards and lose X life.
Grave's Whisper XB
Sorcery
Draw X cards unless an opponent removes X cards in his or her graveyard from the game.
At what number would X have to be for the second card to be better? At what point in the game would that be?
12 Swamp
1 Shizo, Death's Storehouse
1 Unholy Grotto
4 Blinkmoth Nexus
4 Rotlung Reanimator
4 Cabal Archon
1 Scion of Darkness
4 Dark Supplicant
4 Withered Wretch
4 Headhunter
4 Chrome Mox
4 Smother
3 Sword of Fire and Ice
4 Cabal Therapy
4 Night's Whisper
:bmage:*Sickness*:bmage:
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The bullet of justice caps evil's a$$.
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4 Withered Wretch
4 Rotlung Reanimator
4 Shadowmage Infiltrator
4 Graveborn Muse
4 Duress
4 Cabal Therapy
4 Mutilate
2 Unholy Grotto
4 Island
14 Swamp
I don't recall the board at this point (and it may have been 3/15 on the Island/Swamp mix), but Extended is a different animal anyway. The Blue splash for Finkel was very nice. Mutilate allowed you to get rid of your own Graveborn Muse (as did the flashback on Therapy), and allowed you to abuse Rotlung's ability. Mutilating and ending up with 4-6 2/2 zombie tokens while your opponent has a bunch of land is good times.
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I used to write for MTGS, including Cranial Insertion and cube articles. Good on you if you can find those after the upgrade.
also, would you say that Disciple>Head Hunter? The only good HH has ever been to me is tribute to Supplicant.
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*.Banner and Avatar by Your's Truly.*
Yes we know, but this is post rotation. In this case the disciple would probally be better for the deck.
The bullet of justice caps evil's a$$.
20 Swamp
3 Unholy Grotto
4 Dark Supplicant
4 Shepard of Rot
4 Withered Wretch
4 Rotlung Reanimator
4 Cabal Archon (this guy is insane)
1 Scion of Darkness
4 Duress
4 Chainer's Edict
4 Smother
4 Gravestorm
SB:
4 Cabal Therapy (control)
4 Innocent Blood (Madness)
4 Engineered Plague (Goblins)
3 Mutiliate (aggro, Decree of Justice)
The one card you might be questioning is Gravestorm . Let me tell you, it is way better than Muse and Arena in my playtesting. Why?
-Muse and Arena are both "draw until you die", though you do have control over the Muse, Gravestorm can allow you to draw an extra card each turn, without pain.
-Alone, it can hurt a lot of decks. Many decks, IMO post-rotation, will rely a LOT on the 'yard. UG Madness. Goblin-Bidding. Threshold and Flashback decks. If you can't draw a card from Storm, you are probably going to maim your opponent's strategy to some extent. Otherwise, you net an extra card. It's a win-win situation.
-With Withered Wretch, insane synergies happen. We know how good Wretch is, and how he quickly decimates graveyards. With a Wretch and Storm on the table, you have a personal Howling Mine on the table. As long as you have your opponent's yard empty, you are going to be outdrawing your opponent and most likely win.
Shepard of Rot: It triggers Reanimator, Supplicant, and Grotto, making it a solid choice for the deck. It helps drag down the life totals vs. control, helping get within killing range to drain your opponent with Archon.
I chose Duress over Therapy maindeck because it will almost always snatch a card, where, unlike Therapy, it's the guessing game. I just bring it in vs. control for more discarding power. I do understand the flashback synergies, but I prefer Duress.
This will be lots of fun to play with after the rotation.
At the beginning of your opponents turn, they draw a card. Sometimes to a lot of the time, you can stop them for no real cost.
Hell, lets even say that they have to remove their best card every turn. Thats a wretch activation for free every turn, right? 1 mana a turn free, right? would you rather have 1 mana or a card minus one life?
Then we consider wretch/gravestorm: the only reason this would be better. Unfortunately, it comes at the cost of removing every card in their graveyard as opposed to just the dangerous ones; you have to spend at least a turn, and probably something like or extra just to start it off. So instead of paying life, you're paying huge gobs of mana; not something you want for a speedy deck, or even a normal deck. Thats also considering wretch is in play; Wrath of God means you lose your engine and you have to wait at least one extra turn to start storming again (Wrath in grave), as opposed to Arena which will always give cards.
If Arena ends up killing you from life loss, you were going to lose anyways; either because your opponent overwhelmed you despite your card advantage or you drew over 12 extra cards and still failed to kill them first. By turn 20 you would have almost decked yourself anyways. A card for a life is almost always a great deal; Its why Necropotence is so powerful.
Consider:
Regular Whisper XB
Sorcery
Draw X cards and lose X life.
Grave's Whisper XB
Sorcery
Draw X cards unless an opponent removes X cards in his or her graveyard from the game.
At what number would X have to be for the second card to be better? At what point in the game would that be?
4th place at CCC&G Pro Tour
Chances of bad hands (<2 or >4 land):
21: 28.9%
22: 27.5%
23: 26.3%
24: 25.5%
25: 25.1%
26: 25.3%