I have been playing this brew for a while now. Its doing ok when not going off, I can survive long enough since im ''stealing'' my opponent life points. The goal of the deck is to give my opponent lots of tokens and with Trespasser Curse / Blood Artist, i take their life points. Illness and Ratchet Bomb are there to keep the board clear of too many token while helping alot with Blood Artist.. Im thinking of putting less combo pieces and adding maybe the Green Haunted. Here is the link to the deck: https://www.mtggoldfish.com/deck/visual/683926
***Note*** I no longer have Damnation in side but 4x Claim // Fame. To get back any blood artist, voyaging satyr, blood seeker.... please give me constructive advice!
The deck seems to have little interaction and to be effectively a 4 card combo with a good deal of redundancy (curse/blood artist + intruder alarm + forbidden orchard + a way to kill the tokens). That seems kind of fragile but let's go with it.
If you want to be more aggressive about getting the combo, Sylvan Scrying is a good tutor to make sure you get the centerpiece land. I'd focus on the intruder alarm combo itself, so maybe you could drop Hunted Phantasm since it isn't directly contributing to that, and it's not like you're going to aggro them out. It doesn't seem like other give-them-tokens effects will really win the game unless you have multiple Artists/Curses out as well as other sources of aggro, so going all-in on getting the Orchard seems like the move.
Since you're running Intruder Alarm you could just toss in Kazandu Tuskcaller (or any creature that taps to make a token) and get yourself an additional combo win con which also can be fetched by Commune with the Gods - that card is hot tech btw, nice find
Alternatively, you could drop the combo elements and just use Artist/Curse + Ratchet Bomb/Illness to turn the drawback of the Hunted Creatures into upsides. That could be kind of cool. If I were running that I'd drop Intruder Alarm and play Hunted Troll (8/4 regenerate is insane). They're kind of expensive so maybe play Birds of Paradise to help ramp. Can imagine playing Hunted Illusion with Curse + Illness in play: get a 3 cmc 4/6 unblockable drain your opponent for 5. Seems good. That build would be more aggro-ish, and you could even play things like Collected Company to help you get the right creatures.
Overall I'd pick either all-in on Intruder Alarm combo or all-in on aggro, I think decks benefit from having a focus. You don't want to topdeck Intruder Alarm when you're in aggro mode, and you don't need Hunted Phantasm when you're digging for the combo. It's nice to have a back-up plan, but having two half-plans is worse than one whole plan.
If you're feeling extra spicy, could always bring in Intruder Alarms from the sideboard just to catch people unawares
Inventive combo, you have my regards. A full 5 pieces to make it functional is hard, but a challenge is what makes a fun deck.
Pretty much the entirety of what I was going to say has been said by aslidsiksoraksi. I'd personally look at the more combo brew but the agrro one is exciting and no one would know what hit them.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
***Note*** I no longer have Damnation in side but 4x Claim // Fame. To get back any blood artist, voyaging satyr, blood seeker.... please give me constructive advice!
The deck seems to have little interaction and to be effectively a 4 card combo with a good deal of redundancy (curse/blood artist + intruder alarm + forbidden orchard + a way to kill the tokens). That seems kind of fragile but let's go with it.
If you want to be more aggressive about getting the combo, Sylvan Scrying is a good tutor to make sure you get the centerpiece land. I'd focus on the intruder alarm combo itself, so maybe you could drop Hunted Phantasm since it isn't directly contributing to that, and it's not like you're going to aggro them out. It doesn't seem like other give-them-tokens effects will really win the game unless you have multiple Artists/Curses out as well as other sources of aggro, so going all-in on getting the Orchard seems like the move.
Since you're running Intruder Alarm you could just toss in Kazandu Tuskcaller (or any creature that taps to make a token) and get yourself an additional combo win con which also can be fetched by Commune with the Gods - that card is hot tech btw, nice find
Alternatively, you could drop the combo elements and just use Artist/Curse + Ratchet Bomb/Illness to turn the drawback of the Hunted Creatures into upsides. That could be kind of cool. If I were running that I'd drop Intruder Alarm and play Hunted Troll (8/4 regenerate is insane). They're kind of expensive so maybe play Birds of Paradise to help ramp. Can imagine playing Hunted Illusion with Curse + Illness in play: get a 3 cmc 4/6 unblockable drain your opponent for 5. Seems good. That build would be more aggro-ish, and you could even play things like Collected Company to help you get the right creatures.
Overall I'd pick either all-in on Intruder Alarm combo or all-in on aggro, I think decks benefit from having a focus. You don't want to topdeck Intruder Alarm when you're in aggro mode, and you don't need Hunted Phantasm when you're digging for the combo. It's nice to have a back-up plan, but having two half-plans is worse than one whole plan.
If you're feeling extra spicy, could always bring in Intruder Alarms from the sideboard just to catch people unawares
Just some thoughts. Good luck!
Tymna & Ishai, ie Esper Edric
Crosis Turbotrash
Pretty much the entirety of what I was going to say has been said by aslidsiksoraksi. I'd personally look at the more combo brew but the agrro one is exciting and no one would know what hit them.