Yes, it's a self-mill machine, and once it gets rolling... Well, check it for yourself:
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards | ||
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Creatures: (24) 4x Birds of Paradise 4x Merfolk Looter 4x Boneyard Wurm 4x Viridian Emissary 4x Armored Skaab 4x Splinterfright Spells: (14) 4x Mulch 4x Mana Leak 2x Forbidden Alchemy 1x Gnaw to the Bone 3x Spider Spawning | Artifacts: (2) 2x Swiftfoot Boots Lands: (20) 9x Forest 5x Island 4x Hinterland Harbor 1x Swamp 1x Woodland Cemetery | Sideboard: (15) 2x Gnaw to the Bone 4x Naturalize 3x Surgical Extraction 1x Ratchet Bomb 2x Acidic Slime 3x Spellskite |
It's odd to see a decklist with so few lands, but with 4x Mulch, Emissary, and Birds, I usually don't need to mulligan, especially since the curve is so low.
That's not to say it isn't without issues, though. So far, it seems like the biggest weaknesses are from threats I simply cannot answer: Grand Abolisher making B/W Humans particularly painful (even with a grip of counters), or big flyers pre-spiders, or U/B control running lots of removal. That's where the boots really help.
Still, this list also has had great successes: it handles aggro (read: RDW) especially well, and it can go toe-to-toe with WRRamp, too. Even tokens don't seem that big a threat if you can cast (or flashback) spiders.
In the past, I've toyed with Ambush Vipers (too janky), Kessig Cagebreakers (too slow), Acidic Slimes (also slow), and a slew of other cards, but I'm hesitant to draw too far away from a heavy-creature base, since that feeds the mill so well.
I'm gladly welcoming any and all thoughts.
Any other suggestions to negate the opening weakness?