Good day! The deck is an enchantment themed deck that utilizes the colors Blue, White, and Green. The commander is Angus MacKenzie, of the clan MacKenzie (sorry, couldn't resist). The reason for him is due to my enchantments being, well, enchantments. Yes, I could make them creatures with another enchantment, but my meta plays board wipes like there is no tomorrow (as they should, since the vast majority of decks are aggro themed). So, with MacKenzie, I am able to stave off aggro those first few vital turns where I am setting things up (that is also where Propaganda, Sphere of Safety, etc. come in). I want to stick with these colors. I know there is the five color version, which is more brutal when they go off, I'm afraid/seen the decks get mana screwed for several turns in a row. Red offers some good things, but not really enough to go all in, while Black offers tons, especially in the tutor department, I feel MacKenzie offers us more protection if he is needed. Please check out the deck and give any and all advice. The wincon is through swinging with a bunch of angels, or 1/1's, locking down the board to the point players concede, this is where Enduring Ideals and Tidespout Tyrant come in (not together obviously). If I choose, I can make all creatures black, black creatures can't attack unless they sac a land, or just in general, then during my turn bounce the enchantment back to hand with Tyrant when I cast a spell, then replay it at EOT. I would like to make the deck more synergetic, especially in the artifact and lands department. All help is greatly appreciated! Thanks!
Grim Discovery is a card to consider. You'll probably want all four Abrupt decay as well. It solves a lot of the deck's problems. It doesn't have the permanent appeal of Loam or Crucible, but pulling back a creature + a wasteland is a really big deal.
Life from the Loam is better than Crucible, really. They're both soft to Grave hate though, which is a bad place to be at the moment. Deathrite is everywhere, it seems.
Hmmm....I do like the recursion with Grim Discovery, so it's something to think about. Life from the Loam is a great card, I do not disagree, and generally is better than Crucible of Worlds, but is it better in this deck? That's the question that has been bothering me.
Pros/Cons
Loam:
+ 2CMC
+ Hard to get rid of. Nearly impossible if not running gy hate.
+ Gives me cards to discard then play.
+ Can combo out with Wasteland, or fetchlands
- Mills me
- Have to re-play every few turns
Crucible:
+ Cast once and done.
+ Combos with Wasteland or fecthlands.
+ If in graveyard, gives 'Goyf an additional +1/+1.
+ Colorless
- Countered/destroyed once then gone. No recursion.
- Costs 3 CMC.
Deathrite Shaman - Helps ramp to turn 2 Liliana. Pings opponent or gets me life. Most importantly, takes things from my opponent's graveyard. My current meta is big on playing from the graveyard. Nice bonus of being played with either black or green.
Tarmogoyf - Discard is a big part of the deck. Odds are someone will fetch on turn one, and I'm hoping to discard on one as well, making 'goyf at least a 2/3 on turn two. Also, since I'm playing land hate, he is cheap enough, and not dual colors in case I'm getting screwed, to where I don't have to worry about not getting enough lands out.
Dark Confidant - Card draw. Card draw. Card draw. The deck is low costing, so won't hurt you too much, and if things are becoming grim, sac him to Smallpox. I personally prefer him over the Life from the Loam/Barren Moor combo. He costs some life, but you don't have to pay mana to draw cards. And he can either attack or block.
Sorcery/Instant:
Smallpox - Discard? Check. Sac creature? Check. Land destruction? Check. Loss of life? Check. Only downside is the double black.
Sinkhole - Any land destruction? Yes please. Downside same as Smallpox.
Hymn to Tourach - POSSIBLE land discard, very nice. Downside, like the others, costs two and double black.
Abrupt Decay - Instant/uncounterable, great card. Will be seeing more of this around soon. Only downside - Cannot hit Jace, the Mind-*****er.
Thoughtseize - A two of is the right amount for this deck. Between the fetching, Smallpox, and Dark Confidant, we don't want to help our opponent too much.
Inquisition of Kozilek - A big star of the deck due to so much costing two. Inquisition hits the early game, then we follow up with Hymn to Tourach.
Green Sun's Zenith - Being able to get and put into play Goyf or Shaman is important when they are needed. Also, if a dead card, we can discard to Lili or Smallpox. "Dead" cards are sometimes needed to advance. So this card could serve a dual purpose.
Artifacts:
Crucible of Worlds - Ok, so this is where we discuss Life from the Loam versus Crucible of Worlds. My argument is this: I have had several playtests where key cards I needed were lost to Loam. With Crucible I can immediately play a land that I need. Yes, I can cycle Barren Moor in response to save a particular land with Loam. Huge advantage there, but losing three possibly game defining cards in the process is scary to me. Especially when I don't have a way to recur them (enter debate for Nether Spirit here ). Yes, Crucible is a one shot, where if countered it's gone; on the other hand, Loam does not stay gone. So, possible deck modification in the future, but for now I am trying this out.
Mox Diamond - Discard a land, recur it with Crucible. Cast Sinkhole or Hymn turn one, then Lili or Crucible on turn two. Opens up more game and possibilities. Hits hard ASAP. No downside, if you have Loam or Crucible in hand.
Land:
Pretty self explanatory. I am finding 23 is a good number. Reason for three Bayous is due to a need for at least two of each basic land. Don't want to get Wastelanded when I'm supposed to be doing it.
Terravore - Questionable. I like that he hits for big quick, and has trample. Problems: costs 3CMC, 2 of which are green. GSZ hits him. Does not win games. Easy removable.
Encroach - A questionable card. Nice for turn one, after that is fodder to Lili and Smallpox. Hits Zoo hard, and is unexpected.
Krosan Grip - Hits countertop, or anything else I need gone.
In summation, this deck is designed to come out hitting and be much more aggressive and proactive then the more popular versions of the deck. I have tried to design it to force your opponent to play your game, not theirs. Have I succeeded? I don't know. The games I have played have been very promising. Any and all suggestions are highly encouraged. Thanks!
Also, I am open to including white, especially for StP and Knight of Reliquary, but not sure if opening up a new color for an already tight mana base is worth it. Making it a BUG deck is also a thought I am playing with, but same reason as above.
PS - This is not supposed to be a world championship deck, just something to go in and win a few tournaments, or at least make some waves.
Ok, so I will be going to the Star City Open in New Orleans on the 28th of October. I've been working hard, and this is the deck I've come up with. So far it's done really well, but always room for improvement. I ask that you all devour this deck and let me know how it's looking
While I am not new to running either tribal knights, or legacy, I am new to building a competitive legacy deck. So, with that being said, here is my first "attempt", after a good bit of research, at a semi-competitive knight deck:
I really would like to stick with B/W, especially for Haakon. Yes, my knights are white, except for him and Stromgald Cabal. I have thought about adding Black Knight, and Stillmoon Cavalier, but I have found that Stillmoon becomes to cost heavy as you want to pump him up, but the fact that he is Black and White makes him a great card to play as he won't be susceptible to mana color screw.
One choice that I have noticed in others' decks is a lack of Lion's Eye. Why is this? I would imagine it to be a great card, yes you lose a land or 2, and your instant/sorcery, but with Nameless Inversion, you don't completely lose removals either. And yes, you are technically top-decking after you cast it, but, unless there is graveyard hate, you still have a good bit of a hand. I imagine playing it on say turn two or three, after I have a mana base established, then going to town:
Another card I think would have a lot of synergy with the deck is Liliana of the Veil. I don't mind discarding since my hand size remains intact, but I ruin my opponent's. Also, it's another way to get Haakon out.
My meta does not really play Wasteland, or other non-basic land removal, so I'm not worried about what lands I play, but suggestions of better lands is appreciated.
Aether Vial is for ramp and to cheat Haakon into play.
All suggestions are welcome and encouraged. Thank you for the help.
Hello, I am building a Sen-Triplets deck and am thinking of taking a different route of increasing my opponent's casting cost, and decreasing my own. ie:
Grand Arbiter Augustin IV is the only card I can think of off the top of my head that increases' opponents' mana cost. What cards do a better job of doing this, or are out there in general for me to use? What cards can I use that will help me ramp (aside from signets, Darksteel Ingot, etc.), like Etherium and Stormscape?
Again, the idea of the deck is control through not only countering, but allowing you to keep your hand and slowing you down so I can play your cards instead of you.
Hello all, the deck is simple enough, not one of my most creative projects, but a lot of fun for sure. Due to the planeswalkers I am using costing 5 each, the deck is very much mid-range. So, the idea is to Vapor Snag, Mana Leak, and Snapcaster Mage my way to turn four so I can either Day of Judgment, Stonehorn Dignitary lock, or draw Terminus in order to set up the field for the super friends. I am not wanting to make it three colors (even though I am thinking about a Liliana of the Veil, Sorin, Lord of Innistrad, and a blue planeswalker build), so let's try to keep it two please. Looking forward to all of the great remarks. Thanks!
Ok, I updated the decklist, which now includes a sideboard. I ran this deck last night, and yeah, it did really well. The inclusion of Snapcaster Mage really helped the deck take off. Most of my opening plays played something like:
At which case playing those creatures, and have a 3/2 Snap block a bigger x/3 was nice. So definitely a more solid early game approach. Of course dropping Heartless on turn two, then on turn 3 dropping Grand Architect and Treasure Mage, searching for Wurmcoil Engine and dropping him was great, and can't complain
Overall the deck did very well, and while I did not get a chance to participate in the FNM (had to leave early), I did play against most everyone at my shop and the deck did not lose once. (Yes, it was 2 of 3). Fortunately, the owner of the shop will be holding another tournament tonite, so I will post the results probably tomorrow.
I can see tokens being an issue, any advice on how to deal with enchantments such as Intangible Virtue? While I have not played against a token deck yet, I'd rather be prepared then not. Then again, I am main boarding three Black Sun's Zenith.
This card...hmmmm, I like the idea of it, but it does not really fit this deck. I probably would include it if it cost two instead of three, but the three slot is already filled by Grand Architect, Treasure Mage, and BSZ if I need to hit stuff for one on turn three.
You both are correct. I just got done solo-playtesting, and the Unburial Rites and Isolated Chapel are just not doing it for me. Especially if opening hand is 1 Island 1 Isolated Chapel and miscellaneous. And it's a bit mana heavy. So that is out. Hex Parasite is not doing what I would hope, so again, he will be removed. While I do like the idea of an additional Heartless Summoning, is adding two Consecrated Sphinx too much on the heavy side of the house for mana curve? I do agree that another keep me alive, or counter should probably be added, but a 1-of does not seem like the best move for consistency. Think Twice is an ok card, but it lets you draw only one, and then the flashback is a bit expensive as well. What about Vapor Snags? Or maybe another Black Sun's Zenith?
This is true, but if I have Mikaeus out then play Hex, well he will still be a 1/1. If I'm able to play Mikaeus or Wurmcoil on turn 4, then I will accept that sacrifice. I updated the deck list, while not much different, it looks to run a bit better.
Ok, this is something I would like to see developed and soon. Mikaeus, the Unhallowed is a great card. Maybe not at the moment, BUT it has so much potential. He has the ability to shut down so many decks. My favorite ability (out of his three) has to be the +1/+1 to NON-HUMAN CREATURES. The options are limited only by the 3 black one must pay, but it does not have to be human. The following is my brainstorm this morning. The list is incomplete, so please add to it and help me out.
I am thinking Mikaeus should be a 2-of due to his high cost (plus one in sideboard), and really, Wurmcoils can usually win the game on their own. So what this deck is currently in dire need of is early game either control, ramp, something. So, as you read over the deck list, please think of stuff.
Wurmcoil Engine - If I played against someone who gave this beast of a card is gaining me 7 life a turn, AND has undying, I would scoop. Period.
Grand Architect - Turn 3 put him in play, turn four drop a land, tap him and drop Wurmcoil. He gains from Mikaeus, and can boost Wurmcoil.
Treasure Mage - He's a tutor and chump blocker. He doesn't benefit from Mikaeus, but that's life. He also gains from Grand Architect.
Snapcaster Mage - I played him last night, and he did very well. There were a few instances when I had Heartless Summoning out so he died, but I needed the ETB effect that he gave which helped me return Ponder and get that 6th land I needed. If Heartless is not out, then he contributes to the acceleration of Wurmcoil.
Black Sun's Zenith - If you don't need the board wipe, then Black Sun for one to remove the +1 counters. You also gain by reducing your opponent's creatures just a bit more. Also, with Hex in play you can remove the -1 counters from Mikaeus so he doesn't die.
Liliana of the Veil - Tezzert, Agent of Bolas filled the spot originally, but as I thought about it, he does not go with the deck. Liliana is able to come out early and change the game. No more than 2-of, but I'm thinking one should suffice.
Land - The lands are pretty self explanatory.
I am thinking about adding more artifacts, maybe Sphere of the Suns, my only problem is that it comes into play tapped and seems like a late game dead draw and turn two fruitless play.
I concur with a lot of what you said. I edited the deck a very little, removal of Day and upping Seachrome Coast. I will make the sideboard when I get back home. Thanks for the assistance. How many Delver of Secrets do you recommend? 4?
Ok, since seeing Drogskol Captain I am ready to jump on board the spirit wagon. Now, I would like to make this deck as competitive as possible, and I have reasons for adding non-spirit creatures which I will explain below:
Firstly, this is not U/W, yes, there are some similarities, and U/W humans is probably the better deck especially with Delver of Secrets, but the fact that we can give our spirits hexproof can win us the game. So please, no comparisons with U/W Humans.
Creatures:
Doomed Traveler - Pretty self explanatory, one drop, great early game chump blocker that becomes a spirit, which he can then be used in conjunction with Moorland Haunt.
Phantasmal Image - Ideally played as a cheap version of Drogskol Captain. But he has versatility, which is needed with all the types of decks in play right now.
Snapcaster Mage - This is where some frown, but if you look at the instant/sorcery section of the deck list, that is currently 14 spells that have just received flashback, as well as him being a chump blocker. In my opinion he is essential.
Drogskol Captain - He is the main reason spirits will see play now.
Geist of Saint Traft - Pair him up with Drogskol Captain and you don't have to worry about him dying as easily anymore.
Hero of Bladehold - Ok, some may think "Really, you sure you don't want to play U/W humans?" Yes, I'm sure. Spirits tend to lack power. Hero of Bladehold wins games. Period. Geist of Saint Traft is on the field, as is Hero, and Drogskol Captain. Swing with Geist and Hero, that is 3 DMG from Geist, 6 DMG from the Angel, 3DMG from Hero, and 4 from her soldiers for a total of 16 coming at you around turn 6. To keep with the theme I wouldn't run more than 2 of her.
Sun Titan - Let's face it, spirits die quick and often. And most of the deck's CMC is 3, as a two of he is a nice return to the battle field. Much better than the angel that returns spirits to your hand from the graveyard. You can also use your Phantasmal Image on him, which is nice.
Elesh Norn - Again, spirits by themselves are relatively weak. Some people would put Drogskol Reaver in this spot, but this is my problem with it: while it does essentially 6 DMG without boosts, and is a spirit, thereby affected by Drogskol Captain, Reaver only affects your board. And it's one card. While Elesh Norn great decreases your opponent's advantage, and increases your own. For me Elesh Norn is the better pick.
Instant/Sorcery:
Unsummon - Ok, I am probably getting some raised eyebrows here, but there is a legit reason. Geist dies way too easily. So, if you do not have that additional geist in your hand, this is when you return him to hand if you have been blocked by a bigger creature. Or hey, you need to return something of theirs to their hand.
Vapor Snag - Spirits are slow. Majority of cards are third turn, so you may as well force your opponent to change his/her faster deck to be as slow as yours
(Bounce is needed in the current meta. There are tons of creature heavy decks right now, and this will slow them down tremendously. Hence the reason for 5 bounce cards.)
Mana Leak - Wins games by getting rid of the scary spells your opponent may play.
Day of Judgement - I think two is enough, three might be better, but I have yet to play test the deck. Day needs to be included though. Board wiping your opponent when you need to will keep you alive. - Removed, and moved to Sideboard.
Land - I want to play 22, not sure what to cut though. If I were to cut Hero, it would have to be for a very good reason, spirits do not have a strong 4 CMC creature (see below of my opinion of Dungeon Geists).
Ok, that is my reasoning for including the above cards. The cards I WANT to add or are runner ups but can't decide what to cut are as follows:
4x Ponder - A great card that gets you what you need when you need it.
2-3x Dungeon Geists - My arugment for not including this card while great, is that overall Hero is the better card. Yes, your nasty creature is tapped until the card dies, yes, it is a 3/3 flier, and yes, it goes with the theme of the deck; but, it taps only one card. It just is not teethy enough for me when spirits are already so slow.
2x Adaptive Automaton - I would like to add 2 of these guys to help with the boosting of power.
There are a few more cards, but I can't remember what they are at the moment. Please, rip this deck apart, and say what is wrong with it so on and so forth. I have yet to play it against anyone yet having built it last night. So not sure how it runs. Thanks for the assistance.
The idea is simple, and something that has been done before, but this is my version of an Uril, the Miststalker deck. I have Sol Ring as a sideboard since I do play this deck a lot as 1v1, but it sees just as much multiplayer use. I'm not worried about price of cards, I just want to push this deck to it's full potential.
I do not have the following cards yet, but I am looking into making the following modifications:
Cut:
Angelic Destiny
Mark of Makiko
Mayael's Aria - I love this card, in chaos' that get locked down, I win for sitting and passing turn. But, this deck is made for 1v1, so it does not really belong like everyone has been saying.
Add:
Sun Titan
Argothain Enchantress
Master Warcraft
I will be adding Life from the Loam, suggestions on what to take out? Runes of the Deus is not in here because StarCityGames.com is out of stock (the meanies), but as soon as it gets in, I will be including it.
1x Angus MacKenzie
Enchantment (36)
1x AEther Barrier
1x Aura of Silence
1x Celestial Dawn
1x Copy Enchantment
1x Detention Sphere
1x Enchantress's Presence
1x Frozen AEther
1x Ghostly Prison
1x Greater Auramancy
1x Humility
1x Island Sanctuary
1x Land Tax
1x Leyline of Anticipation
1x Leyline of Sanctity
1x Light of Day
1x Luminarch Ascension
1x Mirari's Wake
1x Oblivion Ring
1x Omniscience
1x Overburden
1x Paradox Haze
1x Planar Collapse
1x Porphyry Nodes
1x Prison Term
1x Propaganda
1x Raking Canopy
1x Reclamation
1x Rhystic Study
1x Rule of Law
1x Shifting Sky
1x Sigil of the Empty Throne
1x Solitary Confinement
1x Sphere of Safety
1x Sterling Grove
1x Sylvan Library
1x Wheel of Sun and Moon
1x Beast Within
1x Cyclonic Rift
1x Enlightened Tutor
1x Mystical Tutor
1x Sphinx's Revelation
1x Worldly Tutor
Artifact (3)
1x Chromatic Lantern
1x Gilded Lotus
1x Sol Ring
Sorcery (11)
1x Austere Command
1x Enduring Ideal
1x Green Sun's Zenith
1x Idyllic Tutor
1x Open the Vaults
1x Regrowth
1x Replenish
1x Sylvan Scrying
1x Terminus
1x Wargate
1x Wrath of God
Creature (5)
1x Academy Rector
1x Argothian Enchantress
1x Magus of the Moat
1x Seedborn Muse
1x Tidespout Tyrant
Planeswalker (3)
1x Gideon Jura
1x Jace, Architect of Thought
1x Tamiyo, the Moon Sage
Land (35)
1x Breeding Pool
1x Celestial Colonnade
1x Command Tower
1x Deserted Temple
1x Flooded Strand
4x Forest
1x Glacial Fortress
1x Hallowed Fountain
1x Hinterland Harbor
4x Island
1x Mistveil Plains
1x Misty Rainforest
1x Nimbus Maze
5x Plains
1x Razorverge Thicket
1x Reliquary Tower
1x Seachrome Coast
1x Seaside Citadel
1x Serra's Sanctum
1x Sunpetal Grove
1x Temple Garden
1x The Tabernacle at Pendrell Vale
1x Verdant Catacombs
1x Windswept Heath
1x Wooded Bastion
PS - I also need help with enchantment combos that are either semi-wincon, or straight up wincon.
Hmmm....I do like the recursion with Grim Discovery, so it's something to think about. Life from the Loam is a great card, I do not disagree, and generally is better than Crucible of Worlds, but is it better in this deck? That's the question that has been bothering me.
Pros/Cons
Loam:
+ 2CMC
+ Hard to get rid of. Nearly impossible if not running gy hate.
+ Gives me cards to discard then play.
+ Can combo out with Wasteland, or fetchlands
- Mills me
- Have to re-play every few turns
Crucible:
+ Cast once and done.
+ Combos with Wasteland or fecthlands.
+ If in graveyard, gives 'Goyf an additional +1/+1.
+ Colorless
- Countered/destroyed once then gone. No recursion.
- Costs 3 CMC.
Anything I'm missing?
3 Tarmogoyf
3 Deathrite Shaman
3 Dark Confidant
Instant/Sorcery
3 Sinkhole
3 Hymn to Tourach
4 Smallpox
3 Abrupt Decay
3 Inquisition of Kozilek
2 Thoughtseize
2 Green Sun's Zenith
Planeswalker
3 Liliana of the Veil
2 Crucible
3 Mox Diamond
Land 23
3 Bayou
4 Wasteland
4 Mishra's Factory
4 Verdant Catacomb
2 Swamp
2 Forest
2 Urborg, Tomb of Yawgmoth
1 Marsh Flat
1 Misty Rainforest
2 Terravore
1 Inquisition of Kozilek
1 Thoughtseize
3 Leyline of the Void
1 Krosan Grip
3 Pithing Needle
2 Maelstrom Pulse
3 Encroach
Inspirations:
http://www.starcitygames.com/article/24933_Abrupt-Decay-And-Legacy-Pox.html
http://www.youtube.com/watch?v=RyavD9urnw0&list=WL28D03167D9476E8E
My reasoning:
Creatures:
Deathrite Shaman - Helps ramp to turn 2 Liliana. Pings opponent or gets me life. Most importantly, takes things from my opponent's graveyard. My current meta is big on playing from the graveyard. Nice bonus of being played with either black or green.
Tarmogoyf - Discard is a big part of the deck. Odds are someone will fetch on turn one, and I'm hoping to discard on one as well, making 'goyf at least a 2/3 on turn two. Also, since I'm playing land hate, he is cheap enough, and not dual colors in case I'm getting screwed, to where I don't have to worry about not getting enough lands out.
Dark Confidant - Card draw. Card draw. Card draw. The deck is low costing, so won't hurt you too much, and if things are becoming grim, sac him to Smallpox. I personally prefer him over the Life from the Loam/Barren Moor combo. He costs some life, but you don't have to pay mana to draw cards. And he can either attack or block.
Sorcery/Instant:
Smallpox - Discard? Check. Sac creature? Check. Land destruction? Check. Loss of life? Check. Only downside is the double black.
Sinkhole - Any land destruction? Yes please. Downside same as Smallpox.
Hymn to Tourach - POSSIBLE land discard, very nice. Downside, like the others, costs two and double black.
Abrupt Decay - Instant/uncounterable, great card. Will be seeing more of this around soon. Only downside - Cannot hit Jace, the Mind-*****er.
Thoughtseize - A two of is the right amount for this deck. Between the fetching, Smallpox, and Dark Confidant, we don't want to help our opponent too much.
Inquisition of Kozilek - A big star of the deck due to so much costing two. Inquisition hits the early game, then we follow up with Hymn to Tourach.
Green Sun's Zenith - Being able to get and put into play Goyf or Shaman is important when they are needed. Also, if a dead card, we can discard to Lili or Smallpox. "Dead" cards are sometimes needed to advance. So this card could serve a dual purpose.
Artifacts:
Crucible of Worlds - Ok, so this is where we discuss Life from the Loam versus Crucible of Worlds. My argument is this: I have had several playtests where key cards I needed were lost to Loam. With Crucible I can immediately play a land that I need. Yes, I can cycle Barren Moor in response to save a particular land with Loam. Huge advantage there, but losing three possibly game defining cards in the process is scary to me. Especially when I don't have a way to recur them (enter debate for Nether Spirit here ). Yes, Crucible is a one shot, where if countered it's gone; on the other hand, Loam does not stay gone. So, possible deck modification in the future, but for now I am trying this out.
Mox Diamond - Discard a land, recur it with Crucible. Cast Sinkhole or Hymn turn one, then Lili or Crucible on turn two. Opens up more game and possibilities. Hits hard ASAP. No downside, if you have Loam or Crucible in hand.
Land:
Pretty self explanatory. I am finding 23 is a good number. Reason for three Bayous is due to a need for at least two of each basic land. Don't want to get Wastelanded when I'm supposed to be doing it.
Sideboard:
Maelstrom Pulse - Hits token, and cards Abrupt Decay can't get.
Inquisition of Kozilek - For when more discard is needed, ie: need turn one discard versus Zoo, Storm, etc.
Thoughtseize - Same as above.
Leyline of the Void - Reanimator has a big advantage against this deck, so does Dredge. This shuts those decks down.
Pithing Needle - A staple.
Terravore - Questionable. I like that he hits for big quick, and has trample. Problems: costs 3CMC, 2 of which are green. GSZ hits him. Does not win games. Easy removable.
Hymn to Tourach - When more discard is needed.
Encroach - A questionable card. Nice for turn one, after that is fodder to Lili and Smallpox. Hits Zoo hard, and is unexpected.
Krosan Grip - Hits countertop, or anything else I need gone.
In summation, this deck is designed to come out hitting and be much more aggressive and proactive then the more popular versions of the deck. I have tried to design it to force your opponent to play your game, not theirs. Have I succeeded? I don't know. The games I have played have been very promising. Any and all suggestions are highly encouraged. Thanks!
Also, I am open to including white, especially for StP and Knight of Reliquary, but not sure if opening up a new color for an already tight mana base is worth it. Making it a BUG deck is also a thought I am playing with, but same reason as above.
PS - This is not supposed to be a world championship deck, just something to go in and win a few tournaments, or at least make some waves.
2x Griselbrand
1x Jin-Gitaxias, Core Augur
1x Elesh Norn, Grand Cenobite
1x Angel of Despair
2x Snapcaster Mage
1x Iona, Shield of Emeria
Sorcery x20
3x Careful Study
4x Reanimate
3x Thoughtseize
4x Exhume
2x Inquisition of Kozelik
4x Ponder
4x Entomb
4x Force of Will
4x Brainstorm
1x Intuition
Enchantment x1
1x Animate Dead
Land x18
4x Underground Sea
3x Scalding Tarn
2x Misty Rainforest
2x Verdant Catacombs
3x Island
4x Swamp
4x Show and Tell
4x Omniscience
1x Inquisition of Kozelik
4x Preordain
1x Snapcaster Mage
1x Tidespout Tyrant
My biggest problem is deciding on a sideboard. Since everyone and their mother carries graveyard hate this is what I've come up with.
Any and all help is greatly appreciated, thanks!
Also, I am thinking of including two Mind Sculptors in the sideboard as well if I go this route. Thoughts?
3x Haakon, Stromgald Scourge
3x Knight of Meadowgrain
3x Knight of the White Orchid
3x Mirran Crusader
4x Knight Exemplar
1x Phyrexian Metamorph
Instant/Sorcery x15
4x Swords to Plowshares
2x Wrath of God
1x Damnation
3x Nameless Inversion
3x Entomb
2x Buried Alive
3x Lion's Eye Diamond
2x Aether Vial
Planeswalker x2
2x Liliana of the Veil
Lands x21
4x Marsh Flats
4x Isolated Chapel
7x Plains
6x Swamp
2x Order of the Sacred Torch
2x Stromgald Cabal
I really would like to stick with B/W, especially for Haakon. Yes, my knights are white, except for him and Stromgald Cabal. I have thought about adding Black Knight, and Stillmoon Cavalier, but I have found that Stillmoon becomes to cost heavy as you want to pump him up, but the fact that he is Black and White makes him a great card to play as he won't be susceptible to mana color screw.
One choice that I have noticed in others' decks is a lack of Lion's Eye. Why is this? I would imagine it to be a great card, yes you lose a land or 2, and your instant/sorcery, but with Nameless Inversion, you don't completely lose removals either. And yes, you are technically top-decking after you cast it, but, unless there is graveyard hate, you still have a good bit of a hand. I imagine playing it on say turn two or three, after I have a mana base established, then going to town:
Turn 3:
Cast: Lion's Eye Diamond
Pop Lion's ability
Cast: Haakon, Stromgald Scourge
Cast: Random 3CMC knight
Another card I think would have a lot of synergy with the deck is Liliana of the Veil. I don't mind discarding since my hand size remains intact, but I ruin my opponent's. Also, it's another way to get Haakon out.
My meta does not really play Wasteland, or other non-basic land removal, so I'm not worried about what lands I play, but suggestions of better lands is appreciated.
Aether Vial is for ramp and to cheat Haakon into play.
All suggestions are welcome and encouraged. Thank you for the help.
Stormscape Familiar
Etherium Sculptor
Cloud Key
Grand Arbiter Augustin IV
Grand Arbiter Augustin IV is the only card I can think of off the top of my head that increases' opponents' mana cost. What cards do a better job of doing this, or are out there in general for me to use? What cards can I use that will help me ramp (aside from signets, Darksteel Ingot, etc.), like Etherium and Stormscape?
Again, the idea of the deck is control through not only countering, but allowing you to keep your hand and slowing you down so I can play your cards instead of you.
Thanks for the help!
3x Snapcaster Mage
2x Dungeon Geists
3x Stonehorn Dignitary
2x Sunblast Angel
2x Frost Titan
Planeswalkers
3x Venser, the Sojourner
2x Gideon Jura
1x Tamiyo, the Moon Sage
1x Jace, Memory Adept
2x Terminus
2x Cloudshift
3x Vapor Snag
4x Ponder
4x Mana Leak
3x Day of Judgment
4x Glacial Fortress
4x Seachrome Coast
8x Island
7x Plains
T1: Ponder
T2: Go For The Throat
T3: Either Snap for Ponder, or Grand Architect / Treasure Mage
T4: If Grand or Treasure in turn 3, then Snap for GftT.
At which case playing those creatures, and have a 3/2 Snap block a bigger x/3 was nice. So definitely a more solid early game approach. Of course dropping Heartless on turn two, then on turn 3 dropping Grand Architect and Treasure Mage, searching for Wurmcoil Engine and dropping him was great, and can't complain
Overall the deck did very well, and while I did not get a chance to participate in the FNM (had to leave early), I did play against most everyone at my shop and the deck did not lose once. (Yes, it was 2 of 3). Fortunately, the owner of the shop will be holding another tournament tonite, so I will post the results probably tomorrow.
I did sideboard the Mana Leaks and Surgical Extractions once against a control deck, and they worked well.
I can see tokens being an issue, any advice on how to deal with enchantments such as Intangible Virtue? While I have not played against a token deck yet, I'd rather be prepared then not. Then again, I am main boarding three Black Sun's Zenith.
Thanks again.
This card...hmmmm, I like the idea of it, but it does not really fit this deck. I probably would include it if it cost two instead of three, but the three slot is already filled by Grand Architect, Treasure Mage, and BSZ if I need to hit stuff for one on turn three.
This is true, but if I have Mikaeus out then play Hex, well he will still be a 1/1. If I'm able to play Mikaeus or Wurmcoil on turn 4, then I will accept that sacrifice. I updated the deck list, while not much different, it looks to run a bit better.
EDITED AS OF 3/3/12
2x Mikaeus, the Unhallowed
3x Wurmcoil Engine
2x Consecrated Sphinx
4x Grand Architect
3x Treasure Mage
3x Snapcaster Mage
Instant/Sorcery x17
3x Black Sun's Zenith
4x Dismember
4x Go For The Throat
4x Ponder
3x Heartless Summoning
Planeswalker x1
1x Liliana of the Veil
Artifacts x2
2x Mortar Pod
Land x22
4x Darkslick Shores
4x Drowned Catacombs
7x Swamp
7x Island
1x Mikaeus, the Unhallowed
1x Mortarpod
4x Doom Blade
4x Mana Leak
2x Ratchet Bomb
3x Surgical Extraction
I am thinking Mikaeus should be a 2-of due to his high cost (plus one in sideboard), and really, Wurmcoils can usually win the game on their own. So what this deck is currently in dire need of is early game either control, ramp, something. So, as you read over the deck list, please think of stuff.
Wurmcoil Engine - If I played against someone who gave this beast of a card is gaining me 7 life a turn, AND has undying, I would scoop. Period.
Grand Architect - Turn 3 put him in play, turn four drop a land, tap him and drop Wurmcoil. He gains from Mikaeus, and can boost Wurmcoil.
Treasure Mage - He's a tutor and chump blocker. He doesn't benefit from Mikaeus, but that's life. He also gains from Grand Architect.
Snapcaster Mage - I played him last night, and he did very well. There were a few instances when I had Heartless Summoning out so he died, but I needed the ETB effect that he gave which helped me return Ponder and get that 6th land I needed. If Heartless is not out, then he contributes to the acceleration of Wurmcoil.
Black Sun's Zenith - If you don't need the board wipe, then Black Sun for one to remove the +1 counters. You also gain by reducing your opponent's creatures just a bit more. Also, with Hex in play you can remove the -1 counters from Mikaeus so he doesn't die.
Dismember - Removal
Go For The Throat - Removal, I prefer it over Doom Blade due to the black creatures that are rampant at the moment. At least at my shop.
Ponder - Run blue, run ponder.
Liliana of the Veil - Tezzert, Agent of Bolas filled the spot originally, but as I thought about it, he does not go with the deck. Liliana is able to come out early and change the game. No more than 2-of, but I'm thinking one should suffice.
Land - The lands are pretty self explanatory.
I am thinking about adding more artifacts, maybe Sphere of the Suns, my only problem is that it comes into play tapped and seems like a late game dead draw and turn two fruitless play.
Thanks!
I concur with a lot of what you said. I edited the deck a very little, removal of Day and upping Seachrome Coast. I will make the sideboard when I get back home. Thanks for the assistance. How many Delver of Secrets do you recommend? 4?
4x Doomed Traveler
3x Phantasmal Image
3x Snapcaster Mage
4x Drogskol Captain
4x Geist of Saint Traft
2x Hero of Bladehold
2x Sun Titan
1x Elesh Norn
1x Unsummon
4x Vapor Snag
4x Mana Leak
3x Midnight Haunting
Enchantment x3
3x Oblivion Ring
Land x22
4x Glacial Fortress
4x Seachrome Coast
2x Moorland Haunt
6x Island
6x Plains
Firstly, this is not U/W, yes, there are some similarities, and U/W humans is probably the better deck especially with Delver of Secrets, but the fact that we can give our spirits hexproof can win us the game. So please, no comparisons with U/W Humans.
Creatures:
Doomed Traveler - Pretty self explanatory, one drop, great early game chump blocker that becomes a spirit, which he can then be used in conjunction with Moorland Haunt.
Phantasmal Image - Ideally played as a cheap version of Drogskol Captain. But he has versatility, which is needed with all the types of decks in play right now.
Snapcaster Mage - This is where some frown, but if you look at the instant/sorcery section of the deck list, that is currently 14 spells that have just received flashback, as well as him being a chump blocker. In my opinion he is essential.
Drogskol Captain - He is the main reason spirits will see play now.
Geist of Saint Traft - Pair him up with Drogskol Captain and you don't have to worry about him dying as easily anymore.
Hero of Bladehold - Ok, some may think "Really, you sure you don't want to play U/W humans?" Yes, I'm sure. Spirits tend to lack power. Hero of Bladehold wins games. Period. Geist of Saint Traft is on the field, as is Hero, and Drogskol Captain. Swing with Geist and Hero, that is 3 DMG from Geist, 6 DMG from the Angel, 3DMG from Hero, and 4 from her soldiers for a total of 16 coming at you around turn 6. To keep with the theme I wouldn't run more than 2 of her.
Sun Titan - Let's face it, spirits die quick and often. And most of the deck's CMC is 3, as a two of he is a nice return to the battle field. Much better than the angel that returns spirits to your hand from the graveyard. You can also use your Phantasmal Image on him, which is nice.
Elesh Norn - Again, spirits by themselves are relatively weak. Some people would put Drogskol Reaver in this spot, but this is my problem with it: while it does essentially 6 DMG without boosts, and is a spirit, thereby affected by Drogskol Captain, Reaver only affects your board. And it's one card. While Elesh Norn great decreases your opponent's advantage, and increases your own. For me Elesh Norn is the better pick.
Instant/Sorcery:
Unsummon - Ok, I am probably getting some raised eyebrows here, but there is a legit reason. Geist dies way too easily. So, if you do not have that additional geist in your hand, this is when you return him to hand if you have been blocked by a bigger creature. Or hey, you need to return something of theirs to their hand.
Vapor Snag - Spirits are slow. Majority of cards are third turn, so you may as well force your opponent to change his/her faster deck to be as slow as yours
(Bounce is needed in the current meta. There are tons of creature heavy decks right now, and this will slow them down tremendously. Hence the reason for 5 bounce cards.)
Mana Leak - Wins games by getting rid of the scary spells your opponent may play.
Day of Judgement - I think two is enough, three might be better, but I have yet to play test the deck. Day needs to be included though. Board wiping your opponent when you need to will keep you alive. - Removed, and moved to Sideboard.
Midnight Haunting - Essential for spirit decks.
Enchantment
Oblivion Ring - Control.
Land - I want to play 22, not sure what to cut though. If I were to cut Hero, it would have to be for a very good reason, spirits do not have a strong 4 CMC creature (see below of my opinion of Dungeon Geists).
Ok, that is my reasoning for including the above cards. The cards I WANT to add or are runner ups but can't decide what to cut are as follows:
4x Ponder - A great card that gets you what you need when you need it.
2-3x Dungeon Geists - My arugment for not including this card while great, is that overall Hero is the better card. Yes, your nasty creature is tapped until the card dies, yes, it is a 3/3 flier, and yes, it goes with the theme of the deck; but, it taps only one card. It just is not teethy enough for me when spirits are already so slow.
2x Adaptive Automaton - I would like to add 2 of these guys to help with the boosting of power.
There are a few more cards, but I can't remember what they are at the moment. Please, rip this deck apart, and say what is wrong with it so on and so forth. I have yet to play it against anyone yet having built it last night. So not sure how it runs. Thanks for the assistance.
1x Uril, the Miststalker
Creatures (12)
1x Farhaven Elf
1x Auramancer
1x Nomad Mythmaker
1x Mesa Enchantress
1x Verduran Enchantress
1x Academy Rector
1x Birds of Paradise
1x Kor Spiritdancer
1x Primeval Titan
1x Lotus Cobra
1x Aura Gnarlid
1x Vexing Shusher
Enchantments (26)
1x Angelic Destiny
1x Spirit Mantle
1x Shield of the Oversoul
1x Vow of Wildness
1x Armadillo Cloak
1x Flickerform
1x Hyena Umbra
1x Mayael's Aria
1x Bear Umbra
1x Sterling Grove
1x Asha's Favor
1x Predatory Urge
1x Scourge of Nobilis
1x Pariah
1x Enchantress's Presence
1x Indestructibility
1x Eldrazi Conscription
1x Rancor
1x Land Tax
1x Mark of Sakiko
1x Daybreak Coronet
1x Dueling Grounds
1x Battle Mastery
1x Price of Glory
1x Pollenbright Wings
1x City of Solitude
1x Crucible of Worlds
Instant/Sorcery (22)
1x Replenish
1x Divine Reckoning
1x Three Dreams
1x Creeping Corrosion
1x Chain Reaction
1x Wrath of God
1x Sylvan Scrying
1x Cultivate
1x Winds of Rath
1x Soul's Majesty
1x Creeping Renaissance
1x Overwhelming Stampede
1x Decimate
1x Journey of Discovery
1x Rampant Growth
1x Idyllic Tutor
1x Austere Command
1x Razia's Purification
1x Hull Breach
1x Ruination
1x Cataclysm
1x Retether
Planeswalkers (3)
1x Elspeth, Knight-Errant
1x Garruk, Primal Hunter
1x Ajani Vengeant
Land (35)
1x Shimmering Grotto
1x Jungle Shrine
1x Copperline Gorge
1x Karplusan Forest
1x Clifftop Retreat
1x Rootbound Crag
1x Arid Mesa
1x City of Brass
1x Battlefield Forge
1x Fire-Lit Thicket
1x Wooded Bastion
1x Scabland
1x Sunhome, Fortress of the Legion
1x Command Tower
1x Contested Cliffs
1x Grand Coliseum
1x Kessig Wolf Run
1x City of Ass
5x Mountain
6x Plains
6x Forest
I do not have the following cards yet, but I am looking into making the following modifications:
Cut:
Angelic Destiny
Mark of Makiko
Mayael's Aria - I love this card, in chaos' that get locked down, I win for sitting and passing turn. But, this deck is made for 1v1, so it does not really belong like everyone has been saying.
Add:
Sun Titan
Argothain Enchantress
Master Warcraft
I will be adding Life from the Loam, suggestions on what to take out? Runes of the Deus is not in here because StarCityGames.com is out of stock (the meanies), but as soon as it gets in, I will be including it.