Might want to cut some of your redundant combo pieces for hand disruption and 3-4 Animate Dead type cards. I run a similar deck and Mike or Trike both get blasted if they hit the table, so I animate Trike later after they kill it the first time.
Note: I have played this a while, and my play group knows whats going to happen, thats why I run hand disruption, if you are just playing random people, it may not be needed.
Might want to cut some of your redundant combo pieces for hand disruption and 3-4 Animate Dead type cards. I run a similar deck and Mike or Trike both get blasted if they hit the table, so I animate Trike later after they kill it the first time.
I imagine that'll probably happen in My playgroup too. Thats why I added so many combo pieces. If I have to cut some for some reanimation I have no problem doing that but for now I wanna test the list as is.
Quote from trancer99 »
Note: I have played this a while, and my play group knows whats going to happen, thats why I run hand disruption, if you are just playing random people, it may not be needed.
I wanted to run the hand disruption coz My playgroup is really control heavy. I can't see being able to cut it
If you're not usually busy on turn 2, Night's Whisper, Sign in Blood, and even Dark Confidant can be worth it. This deck can kill so quickly and is pretty all-in, so the lifeloss shouldn't matter too much.
If you're not usually busy on turn 2, Night's Whisper, Sign in Blood, and even Dark Confidant can be worth it. This deck can kill so quickly and is pretty all-in, so the lifeloss shouldn't matter too much.
Thanks for the advice but I've actually decided to shelf this deck for now. It's too much of a hate magnet for the way I'm wanting to play right now
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1 Mikaeus, the Unhallowed
LAND
25 Snow-Covered Swamp
1 Urborg, Tomb of Yawgmoth
1 Volrath's Stronghold
1 Cabal Coffers
1 Deserted Temple
1 Scrying Sheets
1 Reliquary Tower
1 Petrified Field
1 Vesuva
1 Temple of the False God
1 Ancient Tomb
1 Crypt of Agadeem
1 Phyrexian Tower
DUDES
1 Mindless Automaton
1 Puppeteer Clique
1 Triskelion
1 Spincrusher
1 Wingrattle Scarecrow
1 Grim Poppet
1 Hex Parasite
1 Workhorse
1 Cinderhaze Wretch
1 Lingering Tormentor
1 Tatterkite
1 Pith Driller
1 Skinrender
1 Chainbreaker
1 Carnifex Demon
1 Phyrexian Plaguelord
1 Sadistic Hypnotist
1 Dimir House Guard
1 Netherborn Phalanx
1 Nirkana Revenant
1 Falkenrath Noble
1 Phyrexian Arena
1 Necropotence
1 Heartless Summoning
1 Black Market
PLANESWALKERS
1 Karn Liberated
1 Liliana Vess
1 Liliana of the Dark Realms
INSTANTS
1 Vampiric Tutor
1 Shred Memory
SORCERIES
1 Demonic Tutor
1 Demonic Collusion
1 Diabolic Tutor
1 Cruel Tutor
1 Diabolic Intent
1 Beseech the Queen
1 Increasing Ambition
1 Diabolic Revelation
1 Dimir Machinations
1 Brainspoil
1 Exsanguinate
1 Yawgmoth's Will
ARTIFACTS
1 Sol Ring
1 Mana Crypt
1 Basalt Monolith
1 Thran Dynamo
1 Gilded Lotus
1 Phyrexian Altar
1 Ashnod's Altar
1 Jet Medallion
1 Extraplanar Lens
1 Gauntlet of Power
1 Caged Sun
1 Lightning Greaves
1 Skullclamp
1 Rings of Brighthearth
1 Sensei's Divining Top
1 Altar of Dementia
1 Blasting Station
1 Spine of Ish Sah
1 Nevinyrral's Disk
1 Oblivion Stone
Note: I have played this a while, and my play group knows whats going to happen, thats why I run hand disruption, if you are just playing random people, it may not be needed.
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
I imagine that'll probably happen in My playgroup too. Thats why I added so many combo pieces. If I have to cut some for some reanimation I have no problem doing that but for now I wanna test the list as is.
I wanted to run the hand disruption coz My playgroup is really control heavy. I can't see being able to cut it
+ 1 Liliana of the Dark Realms
- 1 Animate Dead
- 1 Dance of the Dead
+ 1 Karn Liberated
+ 1 Nevinyrral's Disk
+ 1 Spine of Ish Sah
I tried the reanimation package and found I was never using it. What I needed was more outs to hate.
If you're not usually busy on turn 2, Night's Whisper, Sign in Blood, and even Dark Confidant can be worth it. This deck can kill so quickly and is pretty all-in, so the lifeloss shouldn't matter too much.
Mono Red's Strengths and Mono White's Strengths
Thanks for the advice but I've actually decided to shelf this deck for now. It's too much of a hate magnet for the way I'm wanting to play right now