I actually think that there isn't enough reason to splash blue anymore, Smuggler's Copter easily replaces Wharf Infiltrator, and you dont want to hardcast your Prized Amalgams, I dont think sorcery speed removal (as in Dark Salvation) will thrive in a world where Smuggler's Copter exists.
I could see B/r Zombies as a thing. Rough List:
I'm wondering if it might be better to cut down to 3 Amalgam and 3 Haunted Dead then run 2 Eternal Scourge to serve as the target for scrounger to exile.
I'm wondering if it might be better to cut down to 3 Amalgam and 3 Haunted Dead then run 2 Eternal Scourge to serve as the target for scrounger to exile.
Its a good ideia. If you test, tell us the result.
I actually think that there isn't enough reason to splash blue anymore, Smuggler's Copter easily replaces Wharf Infiltrator, and you dont want to hardcast your Prized Amalgams, I dont think sorcery speed removal (as in Dark Salvation) will thrive in a world where Smuggler's Copter exists.
I could see B/r Zombies as a thing. Rough List:
That's because there isn't a justifiable reason outside of playing Elder Deep-fiend (Which I play) and having access to counter magic in the sideboard. I agree that Smuggler's Copter is a must and every single aggro deck should be playing it. Especially one that benefits off of looting effects.
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By: ol MISAKA lo
Cockatrice: Infallible
Mhjames: mtgsalvation: I DON'T SEE HOW THIS CARD IS GOOD. I KNOW PATRICK CHAPIN USED IT AND WENT 8-0, BUT THAT WAS A SMALL TOURNAMENT. THE CARD IS TOO SLOW. YOU NEED TO MAKE SURE THE OPPONENT HAS A SPELL IN THE GRAVEYARD
of note he is using Key to the City which is interesting, because it gives us a discard effect on demand, Loot copter is nice and all, but can only be activated in combat, and if you can crew it. Key is instant, makes our biggest dude unblockable, and can give us back the card in the late game.
Key to the City is one of the best cards in the set. Not playing it in Zombies is a mistake. I don't agree with Mindbender over deeep fiend. But that list is very solid. I'd play it in a tournament.
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By: ol MISAKA lo
Cockatrice: Infallible
Mhjames: mtgsalvation: I DON'T SEE HOW THIS CARD IS GOOD. I KNOW PATRICK CHAPIN USED IT AND WENT 8-0, BUT THAT WAS A SMALL TOURNAMENT. THE CARD IS TOO SLOW. YOU NEED TO MAKE SURE THE OPPONENT HAS A SPELL IN THE GRAVEYARD
of note he is using Key to the City which is interesting, because it gives us a discard effect on demand, Loot copter is nice and all, but can only be activated in combat, and if you can crew it. Key is instant, makes our biggest dude unblockable, and can give us back the card in the late game.
Looks interesting, but why are Geier Reach Sanitarium and Aether Hub in there? I can see the point with the Sanitarium, but there's nothing that requires energy counters, unless there's something in the sideboard.
I think the main reason for the Aether Hub is that it is a land that can produce both colors, and doesn't come into play tapped (so it might be better than Submerged Boneyard for that reason). Geider Reach Sanitarium is just another looteffect, to help you cycle your deck and fill your graveyard.
Took pretty much the deck I had in the first post down to FNM tonight, and it worked quite well. Went 2-1, only lost to a sodding WG deck with all the OP white cards in it, like Sigarda, Thalia, Odric and Avacyn. A monkey flinging cards could win with that deck. I was one land from being able to stick a Voldaren Pariah on him though. Lost Legacy would have been useful too.
I'm not completely sold on how the Copter/Scrounger additions will make this better. The copter will need a crew before it can do something and having faced the Scrounger it just dies like a chump every time it attacks. Great to get it back, but you need the Amalgams in the graveyard to start with which has always been the problem with this deck.
I went with two Elder Deep-Fiends and one Distended Mindbender in the end, with a second Mindbender in the SB. The Flash of the Deep-Fiend is much more useful and it's easy to cast for just 1UU off Haunted Dead and then haul that back again. I think some tweaking is needed, but not as much as I feared. Dark Salvation isn't quite the bomb it used to be so need to look at removal.
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Anyway, I've picked up on this from the old thread and thought I'd give it a whirl:
2 Liliana, the Last Hope
Creatures: 26
4 Cryptbreaker
3 Relentless Dead
4 Prized Amalgam
4 Wharf Infiltrator
4 Haunted Dead
4 Voldaren Pariah
3 Distended Mindbender
2 Collective Brutality
3 Dark Salvation
3 Grasp of Darkness
Lands: 24
13 Swamp
1 Island
4 Choked Estuary
4 Sunken Hallow
2 Submerged Boneyard
Got a bit different landbase and two Negate in there, and having one Elder Deep-Fiend and two Distended Mindbender instead of three of the latter. Sideboard being worked on. What would people say is a good replacement for Languish? Biting Rain or Flaying Tendrils?
I could see B/r Zombies as a thing. Rough List:
3 Cryptbreaker
4 Prized Amalgam
4 Haunted Dead
4 Voldaren Pariah
4 Smuggler's Copter
3 Scrapheap Scrounger
2 Relentless Dead
3 Grasp of Darkness
2 Cathartic Reunion
2 Unlicensed Disintegration
10 B/R duals
12 Swamp
1 Mountain
1 Geier Reach Sanitarium
Id that!
Trade with me, h:Alters and EdhFoils:)
Cards I have altered
4 Choked Estuary
4 Sunken Hollow
1 Westvale Abbey
13 Swamp
2 Island
4 Cryptbreaker
4 Relentless Dead
4 Scrapheap Scrounger
4 Prized Amalgam
4 Haunted Dead
4 Voldaren Pariah
4 Smuggler's Copter
2 Liliana, the Last Hope
3 Grasp of Darkness
3 Dark Salvation
I'm wondering if it might be better to cut down to 3 Amalgam and 3 Haunted Dead then run 2 Eternal Scourge to serve as the target for scrounger to exile.
Its a good ideia. If you test, tell us the result.
That's because there isn't a justifiable reason outside of playing Elder Deep-fiend (Which I play) and having access to counter magic in the sideboard. I agree that Smuggler's Copter is a must and every single aggro deck should be playing it. Especially one that benefits off of looting effects.
By: ol MISAKA lo
Cockatrice: Infallible
4 Prized Amalgam
2 Relentless Dead
4 Haunted Dead
1 Distended Mindbender
4 Cryptbreaker
4 Voldaren Pariah
2 Scrapheap Scrounger
4 Grasp of Darkness
1 Collective Brutality
2 Dark Salvation
4 Smuggler's Copter
2 Key to the City
PLANESWALKERS (2)
2 Liliana, the Last Hope
12 Swamp
4 Sunken Hollow
4 Choked Estuary
2 Geier Reach Sanitarium
2 Aether Hub
of note he is using Key to the City which is interesting, because it gives us a discard effect on demand, Loot copter is nice and all, but can only be activated in combat, and if you can crew it. Key is instant, makes our biggest dude unblockable, and can give us back the card in the late game.
Id that!
Trade with me, h:Alters and EdhFoils:)
Cards I have altered
By: ol MISAKA lo
Cockatrice: Infallible
Looks interesting, but why are Geier Reach Sanitarium and Aether Hub in there? I can see the point with the Sanitarium, but there's nothing that requires energy counters, unless there's something in the sideboard.
Id that!
Trade with me, h:Alters and EdhFoils:)
Cards I have altered
I'm not completely sold on how the Copter/Scrounger additions will make this better. The copter will need a crew before it can do something and having faced the Scrounger it just dies like a chump every time it attacks. Great to get it back, but you need the Amalgams in the graveyard to start with which has always been the problem with this deck.
I went with two Elder Deep-Fiends and one Distended Mindbender in the end, with a second Mindbender in the SB. The Flash of the Deep-Fiend is much more useful and it's easy to cast for just 1UU off Haunted Dead and then haul that back again. I think some tweaking is needed, but not as much as I feared. Dark Salvation isn't quite the bomb it used to be so need to look at removal.