Throne of the God-Pharaoh has been a tempting card for me as well, but I've yet to sleeve it up. Thing for me is that it does little when you are behind on board, as you need your creatures tapped and thus they need to survive attacking. So Sanctum Seeker is pretty much better in that spot, as you'll get the extra damage in and is a vampire on top. Where as Throne feels more like a win more/quicker card in that aspect.
With one of my playgroups deciding to plan a weekend full of Commander, I decided to try and piece together a new deck to bring to the table. This group is fairly casual orientated and as means to keep things relatively fair one of the house rules is that a deck shouldn't cost more than $150, using the most recent 'regular' printing of a card as a guide for pricing. One day will be spend running our own decks and the other day decks will be lend out to each other, and where as we have two players relatively new to Magic/Commander decks shouldn't be too overly complex.
I wanted to do something along the lines of Josh Lee Kwai's famed Tim deck and through that I came across a Tibor and Lumia list that also takes inspiration from it. Going two color will help keep the cost down from a mana base perspective, but I did end up replacing a few cards of the Tibor list to bring it down to something that fits the playgroup's budget limit.
The deck's strategy stays true to the traditional ping, untap and ping again strategy that comes with it being a Tim deck, along with trying to generate some card advantage as well. Other then that there are a few flying enablers to use the abilities of the deck's Commander.
So that's roughly the list I'm sleeving up right now, but am still looking to get some advise on potentially tweaking things a bit more. Though, of course, I'd prefer if the suggestions are made keeping budget limitations in mind, so try not to suggest cards that cost more than like 3-4 dollar a piece.
I am still considering replacing Swiftwater Cliffs with a basic, since it does come into play tapped, but with limited amounts of fixing I've not done so yet. Ionize probably could be replaced by a more efficient counter spell, but wanted to avoid having to keep open double blue for the classic Counterspell. Also, I just wanted to see if I could fit it in so to run some newer cards and it fits the theme since it pings when it counters something.
Some cards I'm still on the fence about whether or not to include them are Quietus Spike and Ral Zarek. Both haven't made the cut so far mostly due to the keeping in mind of my playgroup. Quietus Spike would make the pinging a lot more efficient but would draw a lot of hate for that, in past decks I ran it in the card rarely got to stick but this group probably won't assess it's threat not until the first hit and subsequent ones. While I'm for people learning to be more wary of it, with the new players in mind I feel it's better not to include it, at least not for the planned event.
With Planeswalkers its often the question for me whether or not to run them or not, since they often are vulnerable pieces and thus getting some use out of them tends to be limited. I always consider the fact if they are worth running if I can only use an ability on them once and more often then not I feel better at running an instant or sorcery with the same effect for the same CMC. At the same time, I know this playgroup is not keen on taking extra turn shenanigans. Taking a single extra turn per game is something they have no issues with but taking multiple is usually less appreciated. That said, I don't expect Planeswalkers to stick around long enough to ultimate and never would include one just for their ultimate. In this deck I don't even care that much about using Ral's ultimate but it being there will still probably be something they'll groan about.
Welcome to my latest take on a Ghave, Guru of Spores led deck, which is the current Commander of a deck that has gone through many iterations and various other generals in order to let me experiment with different playstyles and a place where I could try out new cards. The initial idea was to use this process to work towards a more optimized deck, but along the way I realized that I didn’t really enjoy the combo-esque lists that Ghave generally helms. So with Allegiance around the corner, I felt it was time for another overhaul and give it a direction I would enjoy, something which the new set did provide with the printing of the new Teysa.
This current build is a token style Teysa Karlov deck, using either an aristocrat inspired drain strategy to win or turn it into an angel token beat down with the help of Divine Visitation. I kept from going full Orzhov and simply keep using gave for the added support in green, while also helping in the token production department. Since this isn’t an optimized build, I have included some back up ways to take a win, though I kept the support for them limited so not to make it the go-to strategy.
With it continuing off my previous list, there are still some remnants present of that deck that may or may not deserve a home in this version and I do like to experiment with certain effects, so this isn't exactly an optimized build. Though the plan is to make the deck more focused once I decide which parts I'd like to keep in the deck.
A few more games in with the deck and Aetherflux Reservoir, feels mostly like a life gain piece. Yeah, there is a way to win with it but I feel it's being too situational. So I have opted to cut it and brought in Batterskull since I managed to trade for one. It's just another good target for Brion to go fling with, making it fit more into the main strategy of the deck.
Neheb, the Eternal is another piece I've been considering cutting, at most its enabling doing two flings in a turn, which often just doesn't feel like a lot. So for the time being I am going to try Treasonous Ogre in it's spot, while it can pay for additional flinging, it's probably going to be acting more as a ramp piece. In either case it will be interesting to test it out.
Ended up cutting the rest of the Equipment package as well, as they ended up feeling as win more cards and not necessary to pull off a win. Additionally, I was rarely happy to draw into them, as they actually hamper the deck in digging for some combo pieces. Having something like Impact Tremors just does far more, as it provides an alternative way to win with deck. Sure, Purphoros does do more damage but it's card typing is a bit of a non-bo with Reality Scramble.
I made minor upgrades to the mana base by adding Sacred Foundry and Rugged Prairie, which should help fix the mana a tad bit more.
I did want to add some more interaction/removal and ended up bringing in Hallowed Burial, Path to Exile and Oblation. I'm mostly trying to use removal that doesn't put stuff in the bin, so I'm focusing on exile and tuck effects.
Secure the Wastes was added due to the instant speed and in a pinch it can drop more chump blockers if games go longer. Funeral Pyre is something I'm currently trying out, it's mainly there to provide me with a cheap token as should have enough cantrips to have something in the graveyard. Though if need be it can be used in a disruptive fashion as well.
A notable cut is Lightning Greaves, while the equip cost is a plus, it is just not good enough in this deck. Most cantrips I run target and with a limited amount of creatures, so the shroud actually becomes a problem more often than I'd like, hence the cut.
Got a few more games in with the deck and so far been enjoying it quite a bit, though there are definitely changes to be made to the list. The equipment package was a nice idea but drawing the pieces felt far more disruptive than initially expected, as the deck doesn’t really need them. When you go off you pretty much do a loop and either they give opponents another chance to stop that or it’s just additional damage.
For the other pieces I’m going to look in using those slots to expand my removal suite a bit more, as that can do with a bit more work. Looking to add at least one sweeper to the deck, which ideally would be Austere Command but with my earlier additions I’ll be looking into adding more budget friendly solutions for that. Probably Hallowed Burial and/or Rout are on my shortlist for that
I might add Impact Tremors back in as well, since it lets me turn Grinning Ignus into another potential win condition.
Since you run a slightly more token orientated build of low curve Edgar, I was curious about your opinion on Ancient Stone Idol. I've ordered a copy myself to try out for a bit, as with the deck going wide and swinging in a lot it's easy to cheat in as a big threat.
I do run Anointed Procession in my list and already have a way to recur it, so that probably helps it a bit more, but with the trample it can speed up the clock.
I suspect it might be a budget constraint but what about Recruiter of the Guard / Imperial Recruiter both can tutor for squee which seems like something you have a little bit of reliance on getting to play.
Gamble could also give you another option to go get Squee with. Given that even discarding him is really not a problem it could be helpful.
Both Recruiters are currently a bit too expensive for me to add to the deck, so for now I will be going without those two. Gamble is also a tad up there in price, but if my LGS has a copy I might see about getting one since I have a little store credit left there. Thanks for the suggestions though!
Probably going to take out Prototype Portal as well, am considering bringing in Ronin Warclub as another auto-equipping weapon for dear Squee. Though am also considering Desecrated Tomb to double up the damage with a Bombardment loop, that said without the loop its a dead card which is why I haven't added it just yet.
Recently I've gone and focused a bit more on upgrading and/or revamping some of my EDH decks, looking to see what I still enjoy playing and which decks likely end up going into retirement to sell off a few cards for the better cause of my other decks. Despite rebuilding Kari Zev a while ago, I've not gotten to playing the deck that much and that's part due to it being far more inconsistent than my other decks, so I decided to see what I could do with some of it contents and cards that I have sitting around.
The result is this first draft of a Brion Stoutarm deck with the main strategy being to throw Squee around as much as possible. One issue for Boros is obviously card advantage, but with Reality Scramble being spoiled in the latest Commander set I figured it would be a nice way to dig up Squee from the deck. Though to make this happen it needs token sac fodder and as few actual creatures in the deck as possible.
The deck is still a work in progress and has been upgraded here and there since sleeving it up for the first time. I'm currently not looking to add fetches to the mana base and while I'd love Imperial Recruiter, this would just be too expensive for me right now. So when offering up suggestions, I prefer that you keep budget a bit in mind. So no cards that cost more than $5 a piece right now.
Personally I'm a bit disappointed in how the decks shaped out to be, but in the least it will keep my wallet a bit happier since it means I won't be building a new one. Am picking up a few cards though:
Treasure Nabber - Will be a fun addition to my Kari Zev deck.
Loyal Guardian - Will be testing this out but still deciding on which deck. Turntimber Sower - Not sure if it will work well enough in my budget lands deck, but will see.
Likely not running the Abyss for budget reasons but it's effect feels a bit meta depending. Any aggro strategies will probably be slowed down only a tad bit, unless you sacrifice more slots to Grave Pact like effects in additions to it, which feels against the low curve strategy of what the deck tries to do. Also, looking at what you hope to target with other decks, you'll likely be removing some mana dorks before you get to the things you want gone making it feel slow.
One of my banes with the deck has been running into is the occasional (Madcap into) Platinum Emperion/Platinum Angel, Abyss won't help really against that since it can't hit artifact creatures even if it's their only creature on the board. So I'd rather have a more versatile and targeted removal over the Abyss.
Maybe down the line I'll end up regretting it (again) but I don't see the need for me to pick one of these decks up. There's only like 2-3 cards I'm somewhat interested in, so likely will pick those up as singles.
You get your cards Necropotence at the end of your turn, so you can't use them during your second main. I usually fill my hand up to seven with it, have your draw step add to that and usually you can dump it easily enough during your next turn. Only sucks if you run into a wheel effect, but other then that it helps you keep the deck going.
Personally ended up cutting Minions' Murmurs as the deck is already using life points as a heavy resource, together with Champion of Dusk it can be a massive hit. More often than not its been sitting dead in my hand due to that, just haven't had much luck with it hence the cut.
Tev, I saw you are running Dark Prophecy in your list, how has it been performing? The BBB is obviously a lesser aspect but seeing we're already putting Necropotence out its probably less of an issue.
I wanted to do something along the lines of Josh Lee Kwai's famed Tim deck and through that I came across a Tibor and Lumia list that also takes inspiration from it. Going two color will help keep the cost down from a mana base perspective, but I did end up replacing a few cards of the Tibor list to bring it down to something that fits the playgroup's budget limit.
The deck's strategy stays true to the traditional ping, untap and ping again strategy that comes with it being a Tim deck, along with trying to generate some card advantage as well. Other then that there are a few flying enablers to use the abilities of the deck's Commander.
1 Tibor and Lumia
Creatures [-30-]
1 Anger
1 Aphetto Alchemist
1 Arcanis the Omnipotent
1 Archetype of Imagination
1 Archivist
1 Azami, Lady of Scrolls
1 Captain of the Mists
1 Cunning Sparkmage
1 Disruptive Pitmage
1 Disruptive Student
1 Docent of Perfection
1 Fatestitcher
1 Galecaster Colossus
1 Goblin Sharpshooter
1 Homura, Human Ascendant
1 Izzet Staticaster
1 Magus of the Wheel
1 Niv-Mizzet, Parun
1 Prodigal Pyromancer
1 Prodigal Sorcerer
1 Puppeteer
1 Razorfin Hunter
1 Serendib Sorcerer
1 Suq'Ata Firewalker
1 Viashino Heretic
1 Vizier of Tumbling Sands
1 Willbreaker
1 Wojek Embermage
1 Wonder
1 Zuran Spellcaster
1 Chaos Warp
1 Counterflux
1 Desperate Ravings
1 Dramatic Reversal
1 Ionize
1 Izzet Charm
1 Mana Leak
1 Mystic Confluence
1 Polymorphist's Jest
1 Red Elemental Blast
1 Shattering Pulse
1 Turn // Burn
Enchantments [-6-]
1 Charisma
1 Curiosity
1 Dismiss into Dream
1 Oracle's Insight
1 Pemmin's Aura
1 Storm the Vault
Artifacts [-9-]
1 Basilisk Collar
1 Coalition Relic
1 Dowsing Dagger
1 Gilded Lotus
1 Izzet Signet
1 Magewright's Stone
1 Sol Ring
1 Sword of Kaldra
1 Thousand-Year Elixir
1 Faithless Looting
1 Mystic Retrieval
1 Teleportal
1 Vandalblast
1 Windfall
Lands [-37-]
1 Blighted Cataract
1 Cascade Bluffs
1 Cephalid Coliseum
1 Command Tower
1 Great Furnace
16 Island
1 Izzet Boilerworks
8 Mountain
1 Reliquary Tower
1 Seat of the Synod
1 Shivan Reef
1 Steam Vents
1 Sulfur Falls
1 Swiftwater Cliffs
1 Temple of Epiphany
I am still considering replacing Swiftwater Cliffs with a basic, since it does come into play tapped, but with limited amounts of fixing I've not done so yet. Ionize probably could be replaced by a more efficient counter spell, but wanted to avoid having to keep open double blue for the classic Counterspell. Also, I just wanted to see if I could fit it in so to run some newer cards and it fits the theme since it pings when it counters something.
Some cards I'm still on the fence about whether or not to include them are Quietus Spike and Ral Zarek. Both haven't made the cut so far mostly due to the keeping in mind of my playgroup. Quietus Spike would make the pinging a lot more efficient but would draw a lot of hate for that, in past decks I ran it in the card rarely got to stick but this group probably won't assess it's threat not until the first hit and subsequent ones. While I'm for people learning to be more wary of it, with the new players in mind I feel it's better not to include it, at least not for the planned event.
With Planeswalkers its often the question for me whether or not to run them or not, since they often are vulnerable pieces and thus getting some use out of them tends to be limited. I always consider the fact if they are worth running if I can only use an ability on them once and more often then not I feel better at running an instant or sorcery with the same effect for the same CMC. At the same time, I know this playgroup is not keen on taking extra turn shenanigans. Taking a single extra turn per game is something they have no issues with but taking multiple is usually less appreciated. That said, I don't expect Planeswalkers to stick around long enough to ultimate and never would include one just for their ultimate. In this deck I don't even care that much about using Ral's ultimate but it being there will still probably be something they'll groan about.
+ Cephalid Coliseum
+ Steam Vents
+ Zuran Spellcaster
- Mountain
- Island
- Fervent Paincaster
Welcome to my latest take on a Ghave, Guru of Spores led deck, which is the current Commander of a deck that has gone through many iterations and various other generals in order to let me experiment with different playstyles and a place where I could try out new cards. The initial idea was to use this process to work towards a more optimized deck, but along the way I realized that I didn’t really enjoy the combo-esque lists that Ghave generally helms. So with Allegiance around the corner, I felt it was time for another overhaul and give it a direction I would enjoy, something which the new set did provide with the printing of the new Teysa.
This current build is a token style Teysa Karlov deck, using either an aristocrat inspired drain strategy to win or turn it into an angel token beat down with the help of Divine Visitation. I kept from going full Orzhov and simply keep using gave for the added support in green, while also helping in the token production department. Since this isn’t an optimized build, I have included some back up ways to take a win, though I kept the support for them limited so not to make it the go-to strategy.
1x Ghave, Guru of Spores
Creature (33)
1x Avacyn's Pilgrim
1x Blood Artist
1x Brindle Shoat
1x Caller of the Claw
1x Carrier Thrall
1x Carrion Feeder
1x Corpse Augur
1x Darien, King of Kjeldor
1x Doomed Traveler
1x Elves of Deep Shadow
1x Eternal Witness
1x Hallowed Spiritkeeper
1x Hex Parasite
1x Hunted Witness
1x Juniper Order Ranger
1x Knight of Autumn
1x Kokusho, the Evening Star
1x Lost Auramancers
1x Mentor of the Meek
1x Orzhov Enforcer
1x Pitiless Plunderer
1x Poison-Tip Archer
1x Priest of Forgotten Gods
1x Protean Hulk
1x Requiem Angel
1x Suture Priest
1x Teysa Karlov
1x Tithe Taker
1x Vampire Hexmage
1x Vindictive Vampire
1x Viscera Seer
1x Yavimaya Elder
1x Zulaport Cutthroat
1x Elspeth, Sun's Champion
Land (36)
1x Bojuka Bog
1x Brushland
1x Canopy Vista
1x Caves of Koilos
1x Command Tower
4x Forest
1x Godless Shrine
1x Guildmages' Forum
1x High Market
1x Holdout Settlement
1x Isolated Chapel
1x Krosan Verge
1x Llanowar Wastes
1x Murmuring Bosk
1x Overgrown Tomb
5x Plains
1x Rogue's Passage
1x Sandsteppe Citadel
1x Scattered Groves
1x Sunpetal Grove
1x Survivors' Encampment
6x Swamp
1x Temple Garden
1x Woodland Cemetery
Instant (7)
1x Anguished Unmaking
1x Assassin's Trophy
1x Enlightened Tutor
1x March of the Multitudes
1x Rally the Ancestors
1x Swords to Plowshares
1x Tainted Strike
1x Anointed Procession
1x Cryptolith Rite
1x Divine Visitation
1x Necropotence
1x Parallel Lives
1x Phyrexian Arena
1x Phyrexian Reclamation
1x Smothering Tithe
1x Vampiric Rites
Artifact (6)
1x Animation Module
1x Ashnod's Altar
1x Lightning Greaves
1x Skullclamp
1x Sol Ring
1x Swiftfoot Boots
Sorcery (7)
1x Alliance of Arms
1x Diabolic Intent
1x Farseek
1x Fumigate
1x Life // Death
1x Nature's Lore
1x Victimize
- Emmara, Soul of the Accord
- Essence Warden
- Hydra Omnivore
- Martial Coup
- Paradise Mantle
- Quest for Renewal
- Springleaf Drum
+ Brindle Shoat
+ Corpse Augur
+ Fumigate
+ Hex Parasite
+ Lost Auramancers
+ Suture Priest
+ Vampire Hexmage
Jan 31st, 2019
- Imperious Oligarch
- Rishkar, Peema Renegade
+ Protean Hulk
+ Tithe Taker
Neheb, the Eternal is another piece I've been considering cutting, at most its enabling doing two flings in a turn, which often just doesn't feel like a lot. So for the time being I am going to try Treasonous Ogre in it's spot, while it can pay for additional flinging, it's probably going to be acting more as a ramp piece. In either case it will be interesting to test it out.
I made minor upgrades to the mana base by adding Sacred Foundry and Rugged Prairie, which should help fix the mana a tad bit more.
I did want to add some more interaction/removal and ended up bringing in Hallowed Burial, Path to Exile and Oblation. I'm mostly trying to use removal that doesn't put stuff in the bin, so I'm focusing on exile and tuck effects.
Secure the Wastes was added due to the instant speed and in a pinch it can drop more chump blockers if games go longer. Funeral Pyre is something I'm currently trying out, it's mainly there to provide me with a cheap token as should have enough cantrips to have something in the graveyard. Though if need be it can be used in a disruptive fashion as well.
A notable cut is Lightning Greaves, while the equip cost is a plus, it is just not good enough in this deck. Most cantrips I run target and with a limited amount of creatures, so the shroud actually becomes a problem more often than I'd like, hence the cut.
So, first cuts that were made were Prototype Portal, Sculpting Steel and Masterwork of Ingenuity, which are just too likely to be dead cards. Cards I brought in are the suggested Gamble, Lightning Greaves and managed to get a Recruiter of the Guard as well.
For the other pieces I’m going to look in using those slots to expand my removal suite a bit more, as that can do with a bit more work. Looking to add at least one sweeper to the deck, which ideally would be Austere Command but with my earlier additions I’ll be looking into adding more budget friendly solutions for that. Probably Hallowed Burial and/or Rout are on my shortlist for that
I might add Impact Tremors back in as well, since it lets me turn Grinning Ignus into another potential win condition.
I do run Anointed Procession in my list and already have a way to recur it, so that probably helps it a bit more, but with the trample it can speed up the clock.
Probably going to take out Prototype Portal as well, am considering bringing in Ronin Warclub as another auto-equipping weapon for dear Squee. Though am also considering Desecrated Tomb to double up the damage with a Bombardment loop, that said without the loop its a dead card which is why I haven't added it just yet.
Chuck n Squee
featuring
BRION STOUTARM
Recently I've gone and focused a bit more on upgrading and/or revamping some of my EDH decks, looking to see what I still enjoy playing and which decks likely end up going into retirement to sell off a few cards for the better cause of my other decks. Despite rebuilding Kari Zev a while ago, I've not gotten to playing the deck that much and that's part due to it being far more inconsistent than my other decks, so I decided to see what I could do with some of it contents and cards that I have sitting around.
The result is this first draft of a Brion Stoutarm deck with the main strategy being to throw Squee around as much as possible. One issue for Boros is obviously card advantage, but with Reality Scramble being spoiled in the latest Commander set I figured it would be a nice way to dig up Squee from the deck. Though to make this happen it needs token sac fodder and as few actual creatures in the deck as possible.
1x Brion Stoutarm
Artifact (15)
1x Batterskull
1x Boros Signet
1x Caged Sun
1x Coldsteel Heart
1x Fire Diamond
1x Gilded Lotus
1x Hazoret's Monument
1x Hero's Blade
1x Lightning Greaves
1x Paradox Engine
1x Sai of the Shinobi
1x Skullclamp
1x Sol Ring
1x Star Compass
1x Stormrider Rig
1x Sunforger
1x Swiftfoot Boots
1x Sword of the Chosen
1x Tamiyo's Journal
1x Thornbite Staff
Creature (8)
1x Dark-Dweller Oracle
1x Goblin Matron
1x Goblin Recruiter
1x Goblin Welder
1x Grinning Ignus
1x Recruiter of the Guard
1x Squee, the Immortal
1x Treasonous Ogre
1x Bandage
1x Chaos Warp
1x Crimson Wisps
1x Defiant Strike
1x Enlightened Tutor
1x Expedite
1x Festival of the Guildpact
1x Funeral Pyre
1x Mana Tithe
1x Niveous Wisps
1x Oblation
1x Path to Exile
1x Pull from Eternity
1x Raise the Alarm
1x Red Elemental Blast
1x Scout's Warning
1x Secure the Wastes
1x Swords to Plowshares
1x Wear // Tear
Sorcery (15)
1x By Force
1x Crash Through
1x Dragon Fodder
1x Gamble
1x Hallowed Burial
1x Hordeling Outburst
1x Krenko's Command
1x Open the Armory
1x Overmaster
1x Reality Scramble
1x Renegade Tactics
1x Rile
1x Servo Exhibition
1x Steelshaper's Gift
1x Warlord's Fury
1x Goblin Bombardment
1x Impact Tremors
1x Nahiri's Machinations
1x Shifting Shadow
1x Sigarda's Aid
1x Smoke
Land (36)
14x Mountain
8x Plains
1x Ancient Den
1x Battlefield Forge
1x Buried Ruin
1x Clifftop Retreat
1x Command Tower
1x Great Furnace
1x Hanweir Battlements
1x Holdout Settlement
1x Kher Keep
1x Mistveil Plains
1x Naya Panorama
1x Rugged Prairie
1x Sacred Foundry
1x Scavenger Grounds
1x Survivors' Encampment
- Aetherflux Reservoir
- Neheb the Eternal
+ Batterskull
+ Treasonous Ogre
September 1st, 2018
- Hero's Blade
- Sai of the Shinobi
- Stormrider's Rig
- Sword of the Chosen
- Mogg Alarm
- Evolving Wilds
- Mountain
+ Path to Exile
+ Hallowed Burial
+ Funeral Pyre
+ Oblation
+ Secure the Wastes
+ Impact Tremors
+ Rugged Prairie
+ Sacred Foundry
August 22nd, 2018
- Sculpting Steel
- Prototype Portal
- Masterwork of Ingenuity
+ Recruiter of the Guard
+ Gamble
+ Lightning Greaves
August 12th, 2018
- Impact Tremors
+ Goblin Bombardment
Treasure Nabber - Will be a fun addition to my Kari Zev deck.
Loyal Guardian - Will be testing this out but still deciding on which deck.
Turntimber Sower - Not sure if it will work well enough in my budget lands deck, but will see.
Along with that I'm picking up the reprints of Avenger of Zendikar and Bear Umbra.
One of my banes with the deck has been running into is the occasional (Madcap into) Platinum Emperion/Platinum Angel, Abyss won't help really against that since it can't hit artifact creatures even if it's their only creature on the board. So I'd rather have a more versatile and targeted removal over the Abyss.
Personally ended up cutting Minions' Murmurs as the deck is already using life points as a heavy resource, together with Champion of Dusk it can be a massive hit. More often than not its been sitting dead in my hand due to that, just haven't had much luck with it hence the cut.
Tev, I saw you are running Dark Prophecy in your list, how has it been performing? The BBB is obviously a lesser aspect but seeing we're already putting Necropotence out its probably less of an issue.