This deck is kind of a weird hybrid between aggro and lockdown. It hopes to overwhelm the opponent with a huge number of tokens, take advantage of the tokens with Contamination and mana screw the opponent and/or minimize the opponents threats with Grave Pact and recursive sac outlets
There are 4 critical components to this deck. They are Recursive Creatures, Sac Outlets, Token Generators, and Lockdown. The following describe each in detail:
Recursive Creatures
Bloodsoaked Champion - 1 CMC who can recur himself with his raid ability for 1B. Since we plan on attacking every turn this shouldn't be a problem
Reassembling Skeleton - 2 CMC who can recur himself for the grave when you pay 1B. This is the only recurring creature that can block so he and the tokens will be doing most of the chump blocking. He will most likely also be your favorite sac fodder
Bloodghast - 2 CMC whose returns to the battlefield every time you have a land enter the battlefield. He is the reason this deck uses 3 Evolving Wilds and 3 Terramorphic Expanse. He gains hast once the opponent hits 10 life making him even better in the late game
Nether Traitor 2CMC Shadow haste who can recur himself for B when another creature is put into your graveyard from play (And yes tokens do hit the grave before being removed as a State Based Action). Because of his evasion he will probably be carrying the Captain's Claws if he is on the field
Sac Outlets
Vampiric Rites - The card draw will help this deck with the lack of tutors and the life gain is just icing on the cake all for a sac fodder and 1B
Thoughtpicker Witch - Sac a creature pay 1 and you get a fateseal like effect. Best part is you don't have to tap him so you can repeat the affect if you see two bombs back to back
Viscera Seer - Free sac outlet that fixes your draws... sounds like a fair trade to me
Token Generators
Captian's Claws - This card has enabled so many possibilities with this deck. This card gives you an attacking creature when it triggers. That's at least 3 damage if this is on a 1 power creature. This is a triggered ability that happens when you attack, it does not care if you even cause combat damage at all. Great in multiples and gives a small power boost.
Golgari Germination - gives you a 1/1 anytime a nontoken creature you control dies. With all of our recursive guys, this should give us all the fodder we could ever want
Lock Down
Contamination - 1st part of this decks name sake. It basically says no to any land that produces any mana but black and any quantity but 1. Mana screws greedy mana bases and hoses lands that produce more mana than they should (I'm looking at you Gaea's Cradle)
Grave Pact - Here is the 2nd part of the name sake. This basically says when you lose a creature your opponent loses a creature. With all the sac outlets this should happen pretty often
6 Graveyard Hate - 3 Withered Wretch / 3 Surgical Extraction. The Wretch is repeatable targeted graveyard hate that is easy to activate with 1. Surgical is fast (can be cast with no mana) and will help us with really fast re-animator decks
3 Boardwipes - 2 Pernicious Deed / 1 Nevinyrral's Disk. Sometimes things get out of hand and you want to reset the board. these hit everything but planeswalkers and lands
4 Enchantment/Artifact hate - 2 Nullmage Advocate / 2 Natural State Nullmage is easy to activate: only requires a tap and two cards in the opponents grave. I will say this caves to Rest In Peace so this is why Natural State is needed as well
2 Pithing Needle - This is my catch all against unforeseen activated abilities (primarily from planeswalkers).
Plagued Rusalka - sometimes you just need to get that annoying creature with 1 to 2 toughness off the field. This guy certainly fits the bill all for the cost of a creature and B. I had this where Vampiric Rites but i felt the card draw and life gain helped the deck more. This may change over time and this little spirit may find its way back in the deck again
Just an idea, but if you want to use landfall triggers for bloodghast without using sub-par fetch lands, I would play Ghost Town, or Undiscovered Paradise. Either would be much better imho.
Also, Brood of Cockroaches is basically another Reassembling Skeleton, you just can't recur him more than once each turn.
Thanks for your reply. The reason I went with the subpar fetch lands is that I can activate them at instant speed to avoid graveyard hate at instant speed. I also like the fact I can search out my green mana when I need it and not depend on hitting a non-basic land such as Undiscovered Paradise naturally.
3 Evolving Wilds
3 Forest
3 Terramorphic Expanse
1 Urborg, Tomb of Yawgmoth
12 Swamp
Creature
4 Bloodsoaked Champion
3 Thoughtpicker Witch
3 Viscera Seer
4 Reassembling Skeleton
4 Bloodghast
4 Nether Traitor
3 Golgari Germination
3 Grave Pact
3 Contamination
3 Vampiric Rites
Artifacts
4 Captain's Claws
3 Surgical Extraction
3 Withered Wretch
2 Nullmage Advocate
2 Natural State
2 Pernicious Deed
2 Pithing Needle
1 Nevinyrral's Disk
Total cost of Deck: ~$160
This deck is kind of a weird hybrid between aggro and lockdown. It hopes to overwhelm the opponent with a huge number of tokens, take advantage of the tokens with Contamination and mana screw the opponent and/or minimize the opponents threats with Grave Pact and recursive sac outlets
There are 4 critical components to this deck. They are Recursive Creatures, Sac Outlets, Token Generators, and Lockdown. The following describe each in detail:
Also, Brood of Cockroaches is basically another Reassembling Skeleton, you just can't recur him more than once each turn.
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Thanks for your reply. The reason I went with the subpar fetch lands is that I can activate them at instant speed to avoid graveyard hate at instant speed. I also like the fact I can search out my green mana when I need it and not depend on hitting a non-basic land such as Undiscovered Paradise naturally.