You'll have to excuse me. I know that it's been far too long since I've updated this deck. I've been busy as of late and it's been hard to juggle things around. That being said, while I can't quite update the list yet due to a lack of proper playtesting, I will share here the cuts and additions I have made, and their reasonings. I refuse to splash in a third color, not because it isn't a good idea, but because there are already people on this thread with great color splash decks added, thanks for that guys ! My original deck was enemy-colored, and I plan to keep it that way.
Cuts -2 Bloodbond Vampire: This card was always a good piece to have because people would target it first. However, as of late, that's all it's been good for. -4 Serene Steward: Maybe it's just me, but a lot of times I have played, I either didn't have white mana, or had no need to gain a +1/+1
Additions +2 Ayli, Eternal Pilgrim: Great card. Let's your sac allies to trigger, gain life, then as the game passes, we have a way to get rid of their fatties no problem. +3 Cliffhaven Vampire:Sure, most the time it's only 1-2 additional life, but sometimes it can be lethal if you make a huge swing with all your pieces with Ondu Rising in action. Plus he can chump block lowly 2-3 power flyers that nag at you. +1 Altar's Reap: Just for some additional card draw.
As stated earlier in the thread, he isn't good for this deck. The deck doesn't need card draw (i've never had a problem of needing cards), he costs a hefty 3BB just for some card draw.
At turn 5, I'd much rather have a cheaper murder spell, or a cheaper card draw (that also doubles as a sac trigger), than a five mana extra card per turn.
EDIT: It's important to note this deck doesn't need control. Creatures with annihilator are the biggest buzz-kill, but we have ways to deal with that already, we can simply sac our creatures for triggers from annihilator to drain life and then put them back onto the battlefield to cause more massive triggers, or we can use a simple removal. Other than that, the deck easily takes a massive beating and survives. I once had a game (with the original decklist) against an aggro deck who got me to 3 life, but I was able to take a massive swing to drain/gain life, then return all those creatures to the battlefield for more triggers. At games end, I won with over 30+ life.
What do you guys think about Sea Gate Wreckage in the two color build? Caves of Koilos and Ally Encampment could easily supply the colorless mana, but it might make casting our non-creature spells harder.
Anyone ever see how much better blood bond vampire is?? Lantern scout deserves a place here as a 2 of at least and we need spot removal. I'd say try blood bond over Sorin and cut down serene steward for lantern scout and grasp of darkness
I want the vampires to be awesome. Like that 1/4 envoy plus the 2/2 Ondu Cleric that taps to heal you get 2 life gain triggers that could make a Bloodbond Vampire go crazy. And the Drana's Chosen who can pump out little zombies. I think Ayli the eternal pilgrim works with the envoys and the 2/4 vampire clerics that make them lose 1 when you gain. Mixed with Dranas emissary pings and flying damage the deck can really drain life. It's hard to pack a super PUNCH though.
Another weakness (especially of my Abzan version) is Hallowed Moonlight. Aside from counters there really isn't much the deck can do against that card.
I'm a new player here on the forums and would like some assistance with a deck I am building that incorporates the drain theme of the Orzhov Allies Deck discussed here, but incorporates Red for more aggressive plays. Specifically, I am looking to use Zada, Hedron Grinder and one or more of the following combat tricks for bigger plays: Mighty Leap, Unnatural Endurance, and or Touch of Moonglove. Check out my initial build and let me know what you think; whatever I end up playing, I will be taking to the Grand Prix in two (2) weeks, so let me know what you think will or will not be competitive.
In addition to the deck list, I will also list the cards I have at my disposal for my potential final build and or sideboard. Look forward to any and all advice you may have. Thank you in advance.
Here are the cards (with quantities in possession) I have that could be in the Sideboard and or Deck depending on my final build [I plan on running both copies of Transgress the Mind and at least two (2) of the three (3) copies of Ruinous Path in my Sideboard]:
I've been playing with Orzhov Allies/Equipment, and it's been super fun. I outraced a RDW and overcame the loss of initial momentum to scrape out wins against both Green Eldrazi Ramp and U/B Control (featuring Ugin).
I'm still fine-tuning the deck so I'll post a decklist later, but Utter End is so useful right now. As is Pitiless Horde (which is a terrific topdeck).
What's the relevance of Flaying Tendrils? It hits at best 4 cards in this deck and at worst 1 or less depending on how well Drana/Steward has performed, and Ayli is still there to perform sac if necessary.
Tendrils has more relevance against Atarka variants because 100% of their creatures can get hit by Tendrils without Prowess triggers.
Few noteworthy things:
- Anafenza, the Foremost: Kind of like Drana # 5-8. Not very synergistic with Sylvan Advocate, but goes decent with Captain's Claws, and is an all-around strong creature.
- Tajuru Warcaller: Absolute blowout with Captain's Claws and/or Gideon in play. Makes every card you play a threat. Quite costly to cast, but worth it as a curve topper.
- Abzan Charm: Deck needs some removal. All modes are relevant. Part of the reason why we're in Abzan colors.
- Captain's Claws: Rally trigger-enabler. +1/+0 can be relevant on some creatures; notably, Drana vs. Mantis Rider. Casting Drana on turn 3 and then this card isn't terrible.
- Oath of Gideon: Don't want it enough to be a 4-of, but when you get it in the right situation, it's great. Synergizes with most cards in the deck and 2 guys for 1 card is usually good.
- Gideon, Ally of Zendikar: Generally good card in most situations. Doubling up on certain Rally triggers or just having an extra guy is good. Emblem is good.
- Manabase: No Ally Encampment because it screws with our spells and is generally not good enough. A typical Abzan manabase can be good, but figuring out mana for this deck is hard because it wants double white, double black, and double green at certain points, although double black is probably the most important. Only thing I'm trying out at the moment is 2/2 split on Shambling Vent and Hissing Quagmire; it might be better with 4 Vents / 4 Llanowar Wastes, but maybe the deathtouch is relevant at some points.
- Sideboard: Always dependent on meta / bad matchups. Infinite Obliteration to guy World Breaker / Ulamog. Transgress for Chandra / Ugin. Hallowed Moonlight for Rally / Collected Company decks. Dromoka's Command if their deck plays Silkwrap / Stasis Snare. Silkwrap against other decks where you need cheap removal.
This is an updated iteration that I haven't had a chance to test yet, but I've tried cards such as Kor Bladewhirl, Lantern ScoutDrana's Emissary and they either don't fit the deck as well as I liked or are too slow.
Private Mod Note
():
Rollback Post to RevisionRollBack
WBRG Eldrazi / Dragons WBRG
To post a comment, please login or register a new account.
Cuts
-2 Bloodbond Vampire: This card was always a good piece to have because people would target it first. However, as of late, that's all it's been good for.
-4 Serene Steward: Maybe it's just me, but a lot of times I have played, I either didn't have white mana, or had no need to gain a +1/+1
Additions
+2 Ayli, Eternal Pilgrim: Great card. Let's your sac allies to trigger, gain life, then as the game passes, we have a way to get rid of their fatties no problem.
+3 Cliffhaven Vampire:Sure, most the time it's only 1-2 additional life, but sometimes it can be lethal if you make a huge swing with all your pieces with Ondu Rising in action. Plus he can chump block lowly 2-3 power flyers that nag at you.
+1 Altar's Reap: Just for some additional card draw.
As stated earlier in the thread, he isn't good for this deck. The deck doesn't need card draw (i've never had a problem of needing cards), he costs a hefty 3BB just for some card draw.
At turn 5, I'd much rather have a cheaper murder spell, or a cheaper card draw (that also doubles as a sac trigger), than a five mana extra card per turn.
EDIT: It's important to note this deck doesn't need control. Creatures with annihilator are the biggest buzz-kill, but we have ways to deal with that already, we can simply sac our creatures for triggers from annihilator to drain life and then put them back onto the battlefield to cause more massive triggers, or we can use a simple removal. Other than that, the deck easily takes a massive beating and survives. I once had a game (with the original decklist) against an aggro deck who got me to 3 life, but I was able to take a massive swing to drain/gain life, then return all those creatures to the battlefield for more triggers. At games end, I won with over 30+ life.
I'm very confident given previous player's success that the deck can be played competitively.
I really like the build of this deck, but with read the bones, have you thought about painful truths for card draw too?
Are you suggesting to replace it with Read the Bones?
Read the Bones
Painful Truths
For a two color deck, Read the Bones is much better.
Caves of Koilos and Ally Encampment could easily supply the colorless mana, but it might make casting our non-creature spells harder.
Ahh man I got excited for a moment. lol
If you were to go Mardu or Esper instead of Abzan it might just have a spot.
An Esper list however could work well against Ugin, using cards like Scatter to the Winds and Halimar Tidecaller. (Could also use Painful Truths due to it being three colored)
Another weakness (especially of my Abzan version) is Hallowed Moonlight. Aside from counters there really isn't much the deck can do against that card.
I'm a new player here on the forums and would like some assistance with a deck I am building that incorporates the drain theme of the Orzhov Allies Deck discussed here, but incorporates Red for more aggressive plays. Specifically, I am looking to use Zada, Hedron Grinder and one or more of the following combat tricks for bigger plays: Mighty Leap, Unnatural Endurance, and or Touch of Moonglove. Check out my initial build and let me know what you think; whatever I end up playing, I will be taking to the Grand Prix in two (2) weeks, so let me know what you think will or will not be competitive.
In addition to the deck list, I will also list the cards I have at my disposal for my potential final build and or sideboard. Look forward to any and all advice you may have. Thank you in advance.
2x Drana, Liberator of Malakir
2x Alesha, Who Smiles at Death
3x Zada, Hedron Grinder
3x Kor Bladewhirl
4x Kalastria Healer
4x Zulaport Cutthroat
2x Firemantle Mage
3x Drana's Emissary
2x Gideon, Ally of Zendikar
Instants (7)
3x Crackling Doom
4x Unnatural Endurance
Sorceries (2)
2x March from the Tomb
Lands
4x Ally Encampment
2x Bloodfell Caves
2x Scoured Barrens
2x Wind-Scarred Crag
4x Plains
8x Swamps
4x Mountains
Here are the cards (with quantities in possession) I have that could be in the Sideboard and or Deck depending on my final build [I plan on running both copies of Transgress the Mind and at least two (2) of the three (3) copies of Ruinous Path in my Sideboard]:
Infinite Obliteration (2), Fiery Impulse (2), Crackling Doom (1), Outpost Siege (2), Temur Battle Rage (4), Self-Inflicted Wound (2), Rending Volley (2), Transgress the Mind (2), Ruinous Path (4), Kor Bladewhirl (1), Makindi Patrol (4), Retreat to Emeria (2), Tandem Tactics (4), Complete Disregard (4), Bloodbond Vampire (4), Drana's Emissary (1), March from the Tomb (2), Resolute Blademaster (3), and Mighty Leap (4).
Once again, thanks for all of your help!
I'm still fine-tuning the deck so I'll post a decklist later, but Utter End is so useful right now. As is Pitiless Horde (which is a terrific topdeck).
If ou don't put nantuko husk in there. I will flaying tendrils you out of the game.
So Artarka Red should include nantuko husk too?
C Long Live Eldrazi C
I don't see the relevance....
Tendrils has more relevance against Atarka variants because 100% of their creatures can get hit by Tendrils without Prowess triggers.
It's crazy a lot of staples will be gone in less than two months.
Kinda thinking mono black vampires might work...
4 Kalastria Healer
4 Sylvan Advocate
4 Anafenza, the Foremost
4 Drana, Liberator of Malakir
4 Tajuru Warcaller
Noncreatures: 15
4 Abzan Charm
2 Oath of Gideon
4 Captain's Claws
1 Sorin, Solemn Visitor
4 Gideon, Ally of Zendikar
Lands: 25
4 Flooded Strand
4 Wooded Foothills
2 Shambling Vent
2 Hissing Quagmire
2 Caves of Koilos
2 Llanowar Wastes
2 Canopy Vista
1 Sunken Hollow
1 Smoldering Marsh
2 Plains
1 Swamp
2 Forest
4 Transgress the Mind
3 Infinite Obliteration
1 March from the Tomb
3 Hallowed Moonlight
2 Dromoka's Command
2 Silkwrap
Few noteworthy things:
- Anafenza, the Foremost: Kind of like Drana # 5-8. Not very synergistic with Sylvan Advocate, but goes decent with Captain's Claws, and is an all-around strong creature.
- Tajuru Warcaller: Absolute blowout with Captain's Claws and/or Gideon in play. Makes every card you play a threat. Quite costly to cast, but worth it as a curve topper.
- Abzan Charm: Deck needs some removal. All modes are relevant. Part of the reason why we're in Abzan colors.
- Captain's Claws: Rally trigger-enabler. +1/+0 can be relevant on some creatures; notably, Drana vs. Mantis Rider. Casting Drana on turn 3 and then this card isn't terrible.
- Oath of Gideon: Don't want it enough to be a 4-of, but when you get it in the right situation, it's great. Synergizes with most cards in the deck and 2 guys for 1 card is usually good.
- Gideon, Ally of Zendikar: Generally good card in most situations. Doubling up on certain Rally triggers or just having an extra guy is good. Emblem is good.
- Manabase: No Ally Encampment because it screws with our spells and is generally not good enough. A typical Abzan manabase can be good, but figuring out mana for this deck is hard because it wants double white, double black, and double green at certain points, although double black is probably the most important. Only thing I'm trying out at the moment is 2/2 split on Shambling Vent and Hissing Quagmire; it might be better with 4 Vents / 4 Llanowar Wastes, but maybe the deathtouch is relevant at some points.
- Sideboard: Always dependent on meta / bad matchups. Infinite Obliteration to guy World Breaker / Ulamog. Transgress for Chandra / Ugin. Hallowed Moonlight for Rally / Collected Company decks. Dromoka's Command if their deck plays Silkwrap / Stasis Snare. Silkwrap against other decks where you need cheap removal.
This is an updated iteration that I haven't had a chance to test yet, but I've tried cards such as Kor Bladewhirl, Lantern Scout Drana's Emissary and they either don't fit the deck as well as I liked or are too slow.