As you can see, the suture priest and blood seeker are the workhorses of the deck. To help get the life loss in motion I packed in forbidden orchard to put 1/1s under their control, and mercy killing to turn their big threats into many, many, much smaller, "lose one life for entering the battlefield weenies". The light of day/ darkest hour should enforce a total lockdown of the board, so i can continue my antics without fear of reprisal. Fog effects are in place to keep myself from getting hit by the creatures I'm giving them, and my win condition is either a late game
Fog-effect backup seems like a weak way to stay alive for the following reasons:
- A wall or blocking creature like Wall of Omens will actually stop more damage in the long run vs a spell like Darkness
- Removal or Mass removal (something plentiful and affordable in both black and white) will remove threats, as opposed to simply stalling them, requiring only 1 card to stop damage, as opposed to using 1 card every time the enemy attacks.
I understand however that Blood Seeker and Suture Priest both need to stick around on the field, so Day of Judgement isn't necissarily the right call. How about Engineered Plague? It's flexible: against tribal decks you just nerf them, and if you have your components out you call spirit then tap your forbidden orchards, giving your opponents 1/1's that die instantly. Lethal Vapors is also good, although in this kind of situation you'll more often than not get a free turn out of it. Which is totally, totally, fine.
Fog-effect backup seems like a weak way to stay alive for the following reasons:
- A wall or blocking creature like Wall of Omens will actually stop more damage in the long run vs a spell like Darkness
- Removal or Mass removal (something plentiful and affordable in both black and white) will remove threats, as opposed to simply stalling them, requiring only 1 card to stop damage, as opposed to using 1 card every time the enemy attacks.
I understand however that Blood Seeker and Suture Priest both need to stick around on the field, so Day of Judgement isn't necissarily the right call. How about Engineered Plague? It's flexible: against tribal decks you just nerf them, and if you have your components out you call spirit then tap your forbidden orchards, giving your opponents 1/1's that die instantly. Lethal Vapors is also good, although in this kind of situation you'll more often than not get a free turn out of it. Which is totally, totally, fine.
Idyllic tutor seems like a good idea, I unfortunately do not have any/cannot afford a playset of enlightened tutor for the deck, but you're right about beseech the queen as well, I'll see if I can find a place for a couple of tutors. I really don't want any sort of mass removal in here, so i can fuel my late game bombs. A field full of 1/1s is pretty much an insta-win when I drop a massacre wurm on the field, or set off batwing brume/ Stronghold Discipline. Its risky, but it should work in my favor.
Cool idea, looks like a fun deck. I like everything, but I wonder if the dark rituals are really necessary for this kind of deck?
They were in to ease the burden of dropping in the wurm, or to make getting my workhorses on the field on turn 1 possible. I think i'm gonna cut it and sub in some tutoring
I feel like ghostly prison and magus of the tabernacle are more reliable ways to stop your opponent's creatures than the light of day/darkest hour combo.
I feel like ghostly prison and magus of the tabernacle are more reliable ways to stop your opponent's creatures than the light of day/darkest hour combo.
Ghostly prison is good. I like that.
Private Mod Note
():
Rollback Post to RevisionRollBack
Protection from red?[card=path to exile]
Take a walk...
[/card]
4 Suture Priest
4 Blood Seeker
2 Massacre Wurm
3 Light of Day
3 Darkest Hour
4 Dark Ritual
4 Mercy Killing
4 Stronghold Discipline
3 Batwing Brume
3 Darkness
3 Ethereal Haze
4 Fetid Heath
4 Forbidden orchard
4 Godless Shrine
6 Swamp
4 Plains
As you can see, the suture priest and blood seeker are the workhorses of the deck. To help get the life loss in motion I packed in forbidden orchard to put 1/1s under their control, and mercy killing to turn their big threats into many, many, much smaller, "lose one life for entering the battlefield weenies". The light of day/ darkest hour should enforce a total lockdown of the board, so i can continue my antics without fear of reprisal. Fog effects are in place to keep myself from getting hit by the creatures I'm giving them, and my win condition is either a late game
any suggestions or comments on the build are appreciated.
Take a walk...
[/card]
Fog-effect backup seems like a weak way to stay alive for the following reasons:
- A wall or blocking creature like Wall of Omens will actually stop more damage in the long run vs a spell like Darkness
- Removal or Mass removal (something plentiful and affordable in both black and white) will remove threats, as opposed to simply stalling them, requiring only 1 card to stop damage, as opposed to using 1 card every time the enemy attacks.
I understand however that Blood Seeker and Suture Priest both need to stick around on the field, so Day of Judgement isn't necissarily the right call. How about Engineered Plague? It's flexible: against tribal decks you just nerf them, and if you have your components out you call spirit then tap your forbidden orchards, giving your opponents 1/1's that die instantly. Lethal Vapors is also good, although in this kind of situation you'll more often than not get a free turn out of it. Which is totally, totally, fine.
Fattycakes Zombie of Clan Limited
Idyllic tutor seems like a good idea, I unfortunately do not have any/cannot afford a playset of enlightened tutor for the deck, but you're right about beseech the queen as well, I'll see if I can find a place for a couple of tutors. I really don't want any sort of mass removal in here, so i can fuel my late game bombs. A field full of 1/1s is pretty much an insta-win when I drop a massacre wurm on the field, or set off batwing brume/ Stronghold Discipline. Its risky, but it should work in my favor.
They were in to ease the burden of dropping in the wurm, or to make getting my workhorses on the field on turn 1 possible. I think i'm gonna cut it and sub in some tutoring
4 Suture Priest
4 Blood Seeker
4 Wall of Omens
2 Massacre Wurm
2 Light of Day
2 Darkest Hour
3 Beseech the Queen
3 Idyllic Tutor
4 Mercy Killing
4 Stronghold Discipline
3 Batwing Brume
3 Ethereal Haze
4 Fetid Heath
4 Forbidden orchard
4 Godless Shrine
6 Swamp
4 Plains
edited the decklist, threw in some tutoring, put some walls in for draw+ defense. cut down on enchants (because of tutors), cut dark ritual.
merged.
blut
Take a walk...
[/card]
Ghostly prison is good. I like that.
Take a walk...
[/card]
http://forums.mtgsalvation.com/showpost.php?p=4557651&postcount=1
TheWarden's Creative Commons Music Pick Project (Retired):
http://forums.mtgsalvation.com/showthread.php?t=336498