Arcanis the Omnipotent over Teferi? It provides you with more gas once you have Patron on the board. It seems like it would be better especially because the deck isn't built around flash. The second part of Teferi just begs for removal, but Arcanis dodges that with it's second ability. Also, how's snapcaster mage looking for extra recursion?
Thoughts on a rock build utilizing trading post, bubbling cauldron, and festering newt? It'd shift the deck towards an even more control oriented route, but I'd like to see if it has any chance in the standard metagame.
So I have a Goblin Electromancer on my side of the board and a Syncopate in hand. My opponent casts a spell and taps out as a result. If I only pay one blue for syncopate, is his spell countered? Same for fireball-like effects. If I wish to play bonfire for 1 = x and it is in my hand, do I only pay one colorless and a red?
The Nocturnus seems deeply out of place, it doesn't boost your zombies and is reliant on hitting black to trigger, you got quite a few green cards and even some artifacts.
You're probably going to want to bump up that land count to 24, 23 minimum with that many four-drops. But I feel like Mutilate is really just an "absolute" removal card. Personally, I believe Killing Wave paired with Blood Artist is much better, because it forces them to take damage either way, and you get the option of saving your artist if you want to.
I'm running a combo zombies deck that is mono black and is quite creature heavy, so I guess a Blood Artist + Mutilate combo could be deemed quite broken in the right situation (having enough lands to wipe their board). Anyways, here's the list without SB.
It curves out at 3 to keep land count low for more cards, but it may need an increase to support Mutilate. There are also some changes that will be made with the release of m13, such as the vampire that gets +2/+2 when you sac a creature. The overall idea of the deck is to drop a bunch of threats early on to get in for large portions of damage, then deal the remaining through 3-drop abilities and artist.
You're missing the point. Yes, he's an excellent card. Yes, if doesn't meet a counter or an exile effect, he's 4 life loss for 3 mana (Awesome? Maybe). Terminus is a card, white's a powerful color right now. So hitting for only 2 is pretty common, which is useful but not what I want to do on my turn-3. Yeah, he brings back Gravecrawler. But how reliable is that anyway? Let's see we've already got a Gravecrawler. The probability of hitting another zombie by turn 6 is:
100% * (12 C 2)(48 C 10) / (60 C 12) < 31%
So in less than 1 in 3 games this interaction is relevant.
It's pretty traditional with a lower curve for more varied removal. I'm curious as to increasing our red for some MB Arc Trails, Vexing Devils, or Stromkirk Nobles would be worth it.
Turn-2 Stormblood Berserker is game changing IMO. On the play it's nearly unbeatable, and on the draw it's only beat by a turn 3 Slagstorm. I'm just trying to offer some food for thought.
It's gotta be a tie between that and the player's choice ones, but I'm probably going to have to go with the player's choice, since they're higher quality, and I wouldn't understand why they would take lower end sleeves to tournaments...
As well as predictions on RTR block shocks? Should I be picking them up or freely trading them?
Is Thundermaw too slow?
The Nocturnus seems deeply out of place, it doesn't boost your zombies and is reliant on hitting black to trigger, you got quite a few green cards and even some artifacts.
Highborn ghoul just sucks from experience, it's extremely lackluster. Run Diregraf Ghouls.
The lands are going to conflict with Lashwrithe deeply.
There is no need to run evolving wilds in the board.
Rise from the Grave is lackluster in that it depends on you destroying a good creature in order for it to be useful. Replace with Act of Aggression.
The Titanic Growth are awkwardly out of place. Maybe try more creatures or Revenge of the Hunted?
I'm running a combo zombies deck that is mono black and is quite creature heavy, so I guess a Blood Artist + Mutilate combo could be deemed quite broken in the right situation (having enough lands to wipe their board). Anyways, here's the list without SB.
4 Gravecrawler
4 Diregraf Ghoul
4 Fume Spitter
4 Blood Artist
3 Butcher Ghoul
3 Dross Hopper
4 Geralf's Messenger
4 Soulcage Fiend
4 Tragic Slip
2 Go for the Throat
1 Victim of Night
2 Killing Wave
21 Swamp
It curves out at 3 to keep land count low for more cards, but it may need an increase to support Mutilate. There are also some changes that will be made with the release of m13, such as the vampire that gets +2/+2 when you sac a creature. The overall idea of the deck is to drop a bunch of threats early on to get in for large portions of damage, then deal the remaining through 3-drop abilities and artist.
Your lack of Blood Artist makes me cringe.