This list is kind of great I think. Just a poweful jund control deck! I missed a Thragtusk and a Demonic Tutor in the process, but anyhow, I think the list is still a great home for Pernicious Deed. Few permanents in the deck do get hit by it so it can always act as a instant speed versatile wrath spell. Treats are planeswalkers or creatures that have high converted mana cost so they don't die to it. Scavenging Ooze can also do a pretty decent job after you sac Pernicious Deed. I like also like the fact that Phyrexian Arena can also be destroyed by it if your life total does get too low.
Not to give you homework but....would you mind looking at my cube and giving me a couple suggestions on decks that would really want Deed and why?
I'd very much appreciate it.
The trick is to have very few cheap creatures, artifacts and enchantments that you mind losing. I try not to run any manafacts like Signets in a Deed deck and also no cheap creatures that I want to keep in play. Creatures with an etb or death trigger are fine, since you get value out of them even if you blow them up. Oh, most equiptments cost 3 or less, so they are also not great in a deck with Deed. Such a deck leans a bit more to the controlling side and there aren't many cheap creatures, so they won't be a good fit anyway. Planeswalkers are a good choice, too, since they are unaffected by Deed.
Basically, a BG(X) deck that falls into the slower half of the spectrum likes Deed. And with a few card choices (like green sorcery based ramp rather than manafacts and planeswalkers rather than creatures) you can make sure that you won't be hurt by your own Deed.
I might have been a bit greedy at the top end and should have probably build it a little differently, but aside from two or three card choices, it is a good example for a deck in which Deed is good.
- There are only four permanents that cost 3 or less and that die to Deed. Only one of them is a creature you want to keep in play.
- The main finishers all cost 6+ mana, so they will rarely be destroyed by your own Deed. (Only if the opponent has a must kill finisher of the same size.)
- While Deed can deal with your opponent's cheap permanents, there are also spot removals for the ones that Deed misses. (Like planeswalkers and larger creatures.)
To be clear here (in my opinion & experience), there are few decks that deed won't go it. If I'm in b or g already,'I'll splash for it (and how hard is it to splash in g anyway?). Balance is a good analogy, or pox. While a deck can be crafted around those cards to make them rediculous, they can do solid work if they are drawn *just* because you know you have it, and can play around it. Much like balance, it's not difficult to setup a deed play that you'll more benefit from, just in the course of normal play.
I can say with confidence that I (or an opponent) usually win the game the deed resolves. It can:
- reset if you're behind (and be besties with standstill or pod )
- wipe most of their board if you get bigger stuff out and just end the game for them (fave play)
- sit there in play and influence your opponents plays
- break a stalled board.
- keep you ahead of you're the beatdown.
- nearly auto win if used after t5.
- activate it at uncounted able instant speed, in reaction, on the stack
- also be Ina deck with regrowth or e.witness...and deal doubt duty
- even be good in aggro, where you're holding gas in hand and deeding after they stabilize, and turning the heat back on.
It's good early game to kill aggro, or jack-up opponents' early utility plays. Mid game to 3-4-5 for 1. It's great late game to just win. Incidentally, black and green are good at playing big expensive stuff, even if it's curve topper kinda stuff for an agg deck. . The WCS, it gets disenchanted in response to activation (or countered, but then they've spent a counter, and I don't consider that a WCS). If the worst that happens is it takes the opponent 3 turns of careful play, disrupting their plans, just to figure out how to deal with deed...that's a good thing.
Few cards are really scoop-worthy. Deed is. Probably never leaving my cube (and I do have "the smallest of cubes" at 190). Easily the #1 bg card, perhaps top 20 card. And one of the most hate-drafted cards in our group.
Naturally, you have to cater to your group, but if I'm continually being passed deed...I'm continually taking and wrecking games with it.
I have never seen anyone scoop to a Deed. It is good, but it is no Balance.
Also, if you drop it on one turn and plan to activate it on the next, it gets sometimes blown up before you have enough mana to do anything meaningful with it.
Fwiw, I had a deed scoop the other day. Deed & thragtusk in play. Life totals are 10. Popped deed for 4, got an audible groan, regen'd my boa (I think). Next turn replayed bloodghast and a 2 or 3-drop I'd hung onto, goyf I think. Scooped b/c he knew he couldn't come back.
He didn't scoop upon activation, but as a result of killing his 4 dudes, and my playing around deed.
I've also had the groan when deed shows up, and 2 turns later, knowing I'm ahead, and protected by deed on the board, eventually scooped say "I can't get around that before you win next turn."
Deed is alway brutal, in my experience. Perhaps no balance, but close
Deed is great in grindy decks were you can get out big stuff and then clear anything smaller (it's almost a one-sided wrath that also hits enchantments and artifacts). It's very hard to come back from a well planned deed activation.
If Golgari is more tempo based in your cube, immediate targeted removal options will often be better (pulse/decay).
Deed comes in an out of my cube (for pulse usually) and I'm always happy when I get to play it.
My High Octane Unpowered Cube on CubeCobra
1x Scavenging Ooze
1x Den Protector
1x Solemn Simulacrum
1x Shriekmaw
1x Tasigur, the Golden Fang
Ramp Spells :
1x Sakura-Tribe Elder
1x Yavimaya Elder
1x Kodama's Reach
1x Hedron Archive
Planeswalkers :
1x Xenagos, the Reveler
1x Karn Liberated
1x Ratchet Bomb
1x Pernicious Deed
1x Nevinyrral's Disk
1x Earthquake
Disturbtion & Spot Removals :
1x Duress
1x Abrupt Decay
1x Ultimate Price
1x Dreadbore
1x Kolaghan's Command
Draw Spells :
1x Night's Whisper
1x Phyrexian Arena
1x Harmonize
1x Bloodstained Mire
1x Dragonskull Summit
1x Evolving Wilds
1x Raging Ravine
1x Stomping Ground
1x Verdant Catacombs
1x Woodland Cemetery
4x Swamp
4x Forest
2x Mountain
Source : http://www.cubetutor.com/cubedeck/419652
Zetsu's Cube on CubeTutor.com
Zetsu's Ebay MTG Online Store
Zetsu's Poker Draft Method
Basically, a BG(X) deck that falls into the slower half of the spectrum likes Deed. And with a few card choices (like green sorcery based ramp rather than manafacts and planeswalkers rather than creatures) you can make sure that you won't be hurt by your own Deed.
Here is an example deck from your cube: http://www.cubetutor.com/cubedeck/419931
I might have been a bit greedy at the top end and should have probably build it a little differently, but aside from two or three card choices, it is a good example for a deck in which Deed is good.
- There are only four permanents that cost 3 or less and that die to Deed. Only one of them is a creature you want to keep in play.
- The main finishers all cost 6+ mana, so they will rarely be destroyed by your own Deed. (Only if the opponent has a must kill finisher of the same size.)
- While Deed can deal with your opponent's cheap permanents, there are also spot removals for the ones that Deed misses. (Like planeswalkers and larger creatures.)
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
I can say with confidence that I (or an opponent) usually win the game the deed resolves. It can:
- reset if you're behind (and be besties with standstill or pod )
- wipe most of their board if you get bigger stuff out and just end the game for them (fave play)
- sit there in play and influence your opponents plays
- break a stalled board.
- keep you ahead of you're the beatdown.
- nearly auto win if used after t5.
- activate it at uncounted able instant speed, in reaction, on the stack
- also be Ina deck with regrowth or e.witness...and deal doubt duty
- even be good in aggro, where you're holding gas in hand and deeding after they stabilize, and turning the heat back on.
It's good early game to kill aggro, or jack-up opponents' early utility plays. Mid game to 3-4-5 for 1. It's great late game to just win. Incidentally, black and green are good at playing big expensive stuff, even if it's curve topper kinda stuff for an agg deck. . The WCS, it gets disenchanted in response to activation (or countered, but then they've spent a counter, and I don't consider that a WCS). If the worst that happens is it takes the opponent 3 turns of careful play, disrupting their plans, just to figure out how to deal with deed...that's a good thing.
Few cards are really scoop-worthy. Deed is. Probably never leaving my cube (and I do have "the smallest of cubes" at 190). Easily the #1 bg card, perhaps top 20 card. And one of the most hate-drafted cards in our group.
Naturally, you have to cater to your group, but if I'm continually being passed deed...I'm continually taking and wrecking games with it.
Old school group, sometimes more beer than cards. Revised thru Tempest block (and a little of Urza), sorry if I don't know all the new cards
Ye' Olde Schoole Casual Decks: BUReanimate -- GRAggro -- BWPestilence -- G10-land Stompy -- GRElfball -- GWEnchantress -- RAnkh Sligh -- BDiscard -- MUC "Draw-go" -- BRSuicide -- UWSkies -- UHigh Tide Mill -- WWeenie -- UMutated Bombers -- URThe great land-toss -- UB Molasass
Also, if you drop it on one turn and plan to activate it on the next, it gets sometimes blown up before you have enough mana to do anything meaningful with it.
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
He didn't scoop upon activation, but as a result of killing his 4 dudes, and my playing around deed.
I've also had the groan when deed shows up, and 2 turns later, knowing I'm ahead, and protected by deed on the board, eventually scooped say "I can't get around that before you win next turn."
Deed is alway brutal, in my experience. Perhaps no balance, but close
Old school group, sometimes more beer than cards. Revised thru Tempest block (and a little of Urza), sorry if I don't know all the new cards
Ye' Olde Schoole Casual Decks: BUReanimate -- GRAggro -- BWPestilence -- G10-land Stompy -- GRElfball -- GWEnchantress -- RAnkh Sligh -- BDiscard -- MUC "Draw-go" -- BRSuicide -- UWSkies -- UHigh Tide Mill -- WWeenie -- UMutated Bombers -- URThe great land-toss -- UB Molasass
If Golgari is more tempo based in your cube, immediate targeted removal options will often be better (pulse/decay).
Deed comes in an out of my cube (for pulse usually) and I'm always happy when I get to play it.
http://riptidelab.com/forum/threads/modular-cube-5-colors.800/
Retro combo cube thread
http://riptidelab.com/forum/threads/retro-combo-cube.1454/
450 card Peasant cube thread. Draft it here.