This is the decklist that I was playing tonight at FNM. I wanted to try to work out the kinks in the deck, because I felt as though I had a hard time against aggro when I playtested/played but felt very good against durdly Aetherling/Sphinx's Revelation decks. Sometimes the removal package failed hard, mostly against multicolored black creatures, including Dreg Mangler, solo Varolz, Lotleth Troll, Rakdos Cackler (from a mono red deck -.-) I couldn't stop a lot of things and ended up getting rolled by a BW human tokens deck in the first match. I wasn't sure if putting Searing Spear would be a better idea.
I have felt good though about being able to Slaughter Games very slow decks out of Aetherlings because I can't kill him easily once he lands without Pithing Needle. I was thinking about playing Riot Control but I wasn't sure what to cut either or if it was too cute to trigger Angelic Accord with it. Any ideas on how to make it better?
Edit: For Hexproof and Predator Ooze style decks, I added Celestial Flare to the main deck, along with adding a couple cute things to try out such as 1 of Sanguine Bond and 1 of Exquisite Blood, as they both work well in the deck alone and combo together. In addition to that, I tried out 2 Blasphemous Act to go with Reckoner and put one in the sideboard after it usually costing ~6 mana to cast because I don't play that many creatures.
I edited the main board a little bit after playing against Predator Ooze and Hexproof decks more. Does anyone have any thoughts on what I should change?
I'd cut the Bond Blood combo. Add in Tribute to Hunger since your weak to Hex and like lifegain.
I had tested Tribute to Hunger before and it was always disappointing for me. For Hexproof decks, they have mana dorks that would eat it and gain me one life. Rarely did I get a kill on their suited up guy because they could cover it with dorks and small hexproof guys. I liked Celestial Flare because game one it's a blowout and game two they are scared to attack without two things, even if I don't have it. That's why I replaced it with the Celestial Flare 4 of between main and sideboard.
How does the Trading Post and Prophetic Prism package work for card advantage? Is it good enough? Do you gain about an extra card a turn? I am interested in running those for a similar deck. Rakdos Keyrune fits in nicely as another artifact with versatility in ramp, card draw, and first strike I presume.
How does the Trading Post and Prophetic Prism package work for card advantage? Is it good enough? Do you gain about an extra card a turn? I am interested in running those for a similar deck. Rakdos Keyrune fits in nicely as another artifact with versatility in ramp, card draw, and first strike I presume.
It depends on the situation. Prophetic Prism is a cantrip that smooths out mana draws such as 2 colored lands, Vault of the Archangel and Boros Reckoner hands. Trading Post by itself with nothing but the prism draws 2 cards every 3 turns for the cost of 1 life and the brief ability to chump block with a goat. Combined with other things, it turns into a really strong engine with Angelic Accord or a way to race threats like Thundermaw Hellkite that typically kill in 3-4 turns alone, just by gaining 4 every turn. I really like the Prism engine and it does give me the card advantage I need. I came from playing American control and not being able to play Sphinx's Revelation is bad on CA.
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4x Sacred Foundry
4x Blood Crypt
4x Godless Shrine
4x Clifftop Retreat
4x Isolated Chapel
3x Dragonskull Summit
2x Vault of the Archangel
Creatures
4x Boros Reckoner
3x Blood Baron of Vizkopa
Artifacts
4x Prophetic Prism
3x Rakdos Keyrune
4x Trading Post
2x Oblivion Ring
3x Angelic Accord
1x Sanguine Bond
1x Exquisite Blood
Instants
3x Doom Blade
3x Celestial Flare
4x Warleader's Helix
Sorceries
2x Pillar of Flame
1x Blasphemous Act
1x Celestial Flare
1x Pillar of Flame
1x Blasphemous Act
2x Rolling Temblor
2x Oblivion Ring
3x Slaughter Games
2x Sin Collector
2x Rhox Faithmender
1x Assemble the Legion
This is the decklist that I was playing tonight at FNM. I wanted to try to work out the kinks in the deck, because I felt as though I had a hard time against aggro when I playtested/played but felt very good against durdly Aetherling/Sphinx's Revelation decks. Sometimes the removal package failed hard, mostly against multicolored black creatures, including Dreg Mangler, solo Varolz, Lotleth Troll, Rakdos Cackler (from a mono red deck -.-) I couldn't stop a lot of things and ended up getting rolled by a BW human tokens deck in the first match. I wasn't sure if putting Searing Spear would be a better idea.
I have felt good though about being able to Slaughter Games very slow decks out of Aetherlings because I can't kill him easily once he lands without Pithing Needle. I was thinking about playing Riot Control but I wasn't sure what to cut either or if it was too cute to trigger Angelic Accord with it. Any ideas on how to make it better?
Edit: For Hexproof and Predator Ooze style decks, I added Celestial Flare to the main deck, along with adding a couple cute things to try out such as 1 of Sanguine Bond and 1 of Exquisite Blood, as they both work well in the deck alone and combo together. In addition to that, I tried out 2 Blasphemous Act to go with Reckoner and put one in the sideboard after it usually costing ~6 mana to cast because I don't play that many creatures.
I had tested Tribute to Hunger before and it was always disappointing for me. For Hexproof decks, they have mana dorks that would eat it and gain me one life. Rarely did I get a kill on their suited up guy because they could cover it with dorks and small hexproof guys. I liked Celestial Flare because game one it's a blowout and game two they are scared to attack without two things, even if I don't have it. That's why I replaced it with the Celestial Flare 4 of between main and sideboard.
It depends on the situation. Prophetic Prism is a cantrip that smooths out mana draws such as 2 colored lands, Vault of the Archangel and Boros Reckoner hands. Trading Post by itself with nothing but the prism draws 2 cards every 3 turns for the cost of 1 life and the brief ability to chump block with a goat. Combined with other things, it turns into a really strong engine with Angelic Accord or a way to race threats like Thundermaw Hellkite that typically kill in 3-4 turns alone, just by gaining 4 every turn. I really like the Prism engine and it does give me the card advantage I need. I came from playing American control and not being able to play Sphinx's Revelation is bad on CA.