I put together this deck after seeing someone playing Seizan on Cockatrice, and thinking that he was quite the interesting general. He's a Sign in Blood for all players every turn and will quite steadily draw cards for the entire table if left alone; at first, he doesn't seem quite that intimidating (most players will happily pay the two in order to keep drawing). But that's when you start dropping things that make your opponents' lives a bit more interesting, and with only one or two more cards out on the battlefield Seizan becomes a Lava Axe or worse every turn.
It's tempting to call Seizan a casual general because the deck doesn't have insane win-cons that go off early. The strategy, after all, is to let your opponents keep drawing themselves into a life hole while you set up for a big finish. That said, Seizan has a nasty tendency to stomp casual decks simply because he disrupts your opponents' hands and plays combos that most casual players aren't expecting or can't figure out how to deal with in time. So evaluate Seizan as you like, and be prepared for some hate from your table if you bring this decklist to a casual group.
General Deck Philosophy
This is a monoblack control deck. I call this a control deck because, although it's letting your opponents draw a metric butt-ton of cards, your goal is to make their lives miserable as a result. By playing plenty of hand disruption and wrath effects, the goal is to keep the board state complicated for your opponents and free of threats to you. Meanwhile, their life counters will tick down, like the hands on a clock, until you are the only one left standing.
Deck Mechanics
There are 4 important themes to this deck:
1. Everyone draws cards. This fills up your opponents' hands and sets up the second theme, which is...
2. Everyone but you takes damage for the cards they draw. This is accomplished through the enchantments and artifacts you play. Some of them force your opponents to take damage when they draw, others when they discard, and others still just for having a certain number of cards in their hand. Layer enough of these effects on top of one another with Seizan or other draw engines out, and your opponents will be taking upwards of 5 damage per turn with very little effort on your part.
3. Gain back the life you've lost and stall the game. The longer the game drags out, the more life your opponents will lose to Seizan and other effects. Additionally, the longer the game, the more complicated your board position is likely to be, and the more likely you are to have set up some of your enchantment/artifact combos.
4. Make mana to finish them off. The reason this deck plays things like Cabal Coffers, Magus, Nirkana, etc is to set up the largest possible kill spells. This is where your X spells (Exsanguinate, Bonds of Agony, Consume Spirit) all come in. If all else fails, you can always just Exsanguinate everyone for 40.
1. Exsanguinate + Bonds of Agony: with 10 mana, you can deal 17 damage to all opponents with these cards. If you've kept Seizan out consistently, that'll probably be enough.
2. Seizan + Enchantments: I'm listing enchantments as a general category here because all the enchantments in this deck interact with Seizan. Get even one out and you'll likely deal between 4-5 damage per turn without a problem.
3. Megrim/Liliana's Caress + Underworld Dreams + Memory Jar (+ Myojin of Night's Reach): This is an absolutely brutal combo that you can pull off for only 10-11 mana. All opponents will take 14 damage from discard and 7 damage on the draw, for a total of 21 damage to all opponents. If Myojin is out at the same time, there is no way this does not end up being GG. It's interesting to note that this combo only gets better if you throw Anvil of Bogardan into the mix.
4. Chains of Mephistopheles + Megrim/Liliana's Caress + Draw engines (+ Anvil of Bogardan ): This SUCKS. Your opponents will HATE YOU. If you have Seizan out, this translates to 6 damage per turn, and it will only get worse the more draw cards you can get out. Possibly the best reason to actually go out and find a Chains for this deck.
5. Anvil of Bogardan + Seizan + any of the damage artifacts (Ebony Owl Netsuke, Iron Maiden, etc): This doesn't often straight up win you the game, but it will often do enough damage to opponents to really screw their day and make them weaker targets for each other. There are SO MANY artifacts in this deck that you can drop to do damage that it shouldn't ever be a problem getting 2-3 of them out at once.
6. Urborg + Nightmare Lash + Shizo, Death's Storehouse: Sometimes an 18 point swing late game with Seizan just wins. Shizo makes it that much easier for it to happen.
7. Memory Jar + Megrim/Liliana's Caress: This is a guaranteed 14 damage to all opponents, 28 with both of them out, and 35 if you manage to get Underworld Dreams in play at the same time. INCONCEIVABLE!
General Strategy
Here we discuss how Seizan wins.
First and foremost, ALWAYS PLAY SEIZAN ON TURN 5. You need him to accelerate you into a favorable position, and to start causing damage to your opponents. Additionally, the card advantage you gain everyone sometimes causes people to decide you're not the biggest threat on the board. This is of course provided you didn't drop any of your super-threatening artifacts prior to Seizan coming into play.
The thing about your artifacts is that most players have no idea these things are even played in EDH. Most decks don't run them because they aren't good in and of themselves. In fact, a lot of them are old enough that some players might not even have a clue that they EXIST, and will be therefor unaware of the threat Seizan poses. This is the other great advantage of playing Seizan: as a win con he flies completely under the radar of most players.
Most people have been conditioned to look for certain things in mono black, knowing that they likely have to answer them or get their faces beaten in. This deck plays several of those things: Geth, Nirkana, Nightmare Lash, etc are all examples. BE PREPARED TO LOSE THESE THINGS. Occasionally they will survive and be useful to you, but in the decklist I posted the only thing that even comes close to protecting your permanents is Sword of Light and Shadow, and that's only for creatures and from two colors. But you know what? That's OK! You're not trying to win with them, and if you do it's a happy coincidence.
Let's go back to talking about your artifacts for a moment. These are going to be one of your primary ways of damaging other players, but only if they manage to survive for more than a couple of turns. Thus, either you want to drop them in 2's or 3's or when there are other, better targets for removal. This ensures that at least one of them will survive to do damage to your opponents. Additionally, you'll probably only want to drop them after either Seizan is out or after you've got Font/another draw engine going to ensure that they'll be effective.
Enchantments are in much the same boat as artifacts here, as they will likely attract removal unless there are other, better targets out. That said, I've often found it's better to throw them out as soon as you've got Seizan out so that they can start racking up the damage. For some reason, they tend to stick longer, especially when you're not playing against white or green heavy decks.
Weaknesses of the Deck:
Seizan isn't all powerful. He has a couple of big, specific weaknesses:
1. Enemy enchantments. Make friends with the green/white players, because they're your only hope in this department.
2. More draw = more answers. This seems kind of obvious but it bears repeating. You're accelerating your opponents' draw and helping them dig for that Shattering Spree or Mind Over Matter that's just sure to rain on your parade. Your things will get blown up. Sometimes you will accidentally help an opponent win the game. We try not to let that happen, but it's just the nature of the beast.
3. If you can't keep Seizan out til your turn, you lose card advantage. It's conceivable that some of your opponents might decide they want to draw, but don't want you to, and will blow your poor Pervert sky high right before your turn. If this happens consistently for several turns, you've likely cost yourself the game.
I like the way you are setting up a huge Bond of Agony or Exsanguinate. I have been contemplating using Exsanguinate as another primary win card.
I play U/B, so I use Subterranean Hangar and Bottomless Vault to hit my big Exsanguinate. I'm actually thinking of adding more storage counter lands and might even consider adding Agony into the mix after seeing this.
The card makes me nervous though, even WITH lots of counterspells in my deck. I'm not sure I would do it with mono-black because paying alot of life for something before it resolves is pretty reckless. I might as well though. I'm already playing Hatred + Distortion Strike. Bonds of Agony might actually be a bit better.
Problem I kept having with Seizan is that I'd play him and then the opponent just before me would destroy him....so I'd be the only player who didn't get to draw.
There's a deck that I've been trying to make based on this concept, it was originally called the Anti-Group Hug deck. I'll have to see if i can find the deck list still.
Edit: Found the list. Its a bit old but here was the start of it.
im making a similar deck to this although im taking out some of the mass discard in order to make it abit "nicer"
im envisioning the deck as a evil but fun group hug. so the deck isnt so bent on winning, its just giving everyone cards to allow them to make more plays, but also speeding up the game by playing the vise etc artifacts.
i was wondering does anyone have ideas for even more artifacts/enchantments that hurt people for having cards or taking advantage of seizan's draw? also any more howling mine effects?
also ideas for good rattlesnake cards that come down really early? i was going to add executioner's capsule and seal of doom as well as vampire nighthawk for a nice +2 life deathtouch/flying wall(kinda like a wierd kitchen finks). maybe stinkweed imp instead because it keeps coming back? i kinda dont want to dredge away my artifacts though.
on taht note im thinking of adding arcbound reclaimer and myr retriever to get back destroyed artifacts.
I love this deck, seems to me that it would fly right under other people's noses. Questioning what you think of throwing Baneful Omen into it? That way you are also dealing damage to all your opponents on your turn, only drawbacks to it is you have to reveal your card and it may be a land, but still every point counts and if you nail someone with one of your high cost cards with wound reflection it would do some serious damage.
Removed:
- Sword of Light and Shadow: May be a temporary removal, depends on how Blood Clock performs.
- Helldozer: Wasn't doing enough. There was never a time I wanted to play him, he may just not be my style.
- Rackling: Most of the time my opponents have hands that are too full, not too small
- Bloodchief Ascension: If I ever managed to drop this, I got hated out of a game immediately. Also, seems like a bit of a win more card.
- Overwhelming Forces: I have enough wrath effects already.
- Shizo, Death's Storehouse: Never used it, had enough land generally, and needed the slot.
Added:
+ Blood Clock: Looks interesting! May be removed at a later date depending on how it performs
+ Pestilence Demon: Pestilence with a body. Supremely helpful.
+ Vampire Nighthawk: Good blocker, lifelink. Seems good.
+ Withered Wretch: More graveyard hate. Ka-ching.
+ Consume Spirit: Removal and lifegain. Delicious.
+ Sangromancer: Why was I not playing this card? Simple. I'm an idiot. THIS IS BEASTLY IN THIS DECK.
I've refocused the deck to do a little more with combo discarding. Modifications:
-Blood Clock: Experiment failed.
-Black Vise: Only a single opponent is underwhelming.
-Avatar of Woe: Didn't do enough
-Magus of the Mirror: I play so many lifegain effects and global opponent damaging stuff that this was almost always totally worthless to me.
-Chainer's Edict: Swapped out for Consuming Vapors for similar functionality and lifegain.
-Promise of Power: Wasn't pulling enough wait. A big stompy monster is just a big stompy monster, and can get chumped or removed.
-A Swamp.
+Bloodchief Ascension: This needed to go back in.
+Mind Sludge: I'm filling opponents' hands so much, and there are so many draw effects in EDH and so many discard effects in this deck that I couldn't conscience not playing this anymore. It's much too nice a combo to ignore.
+Consuming Vapors: Swapped in for Chainer's Edict. Thought the lifegain was important.
+Sadistic Sacrament: With so much global draw, I need to neuter the decks of my opponents before they can draw their combos out. Nightmare Incursion wasn't enough - Sacrament will provide it with some much needed backup.
+Leechridden Swamp: This seems cool. It's also already a Swamp!
+Phyrexian Arena: More draw power! Waffling back and forth between this and Necropotence. We shall see which I like better in playtesting.
+Roiling Horror: Lifesteal and big stompy things based on the difference in life, which my goal is to exacerbate. Seems good.
I feel that these changes tighten up the deck quite a bit. We're getting to the cream of the crop here.
I'm building a deck similar to this, but taking it in more of a revenge-kill direction. Really like your list.
With your heavy reliance on artifacts, you should probably take a look at Guardian Beast.
Private Mod Note
():
Rollback Post to RevisionRollBack
Commander!
Intet, the Dreamer
Azusa, Lost but Seeking
Heartless Hidetsugu
Sun Quan, Lord of Wu
Celestial Kirin
Maga, Traitor to Mortals
Sir Shandlar of Eberyn
Karona, False God
It's tempting to call Seizan a casual general because the deck doesn't have insane win-cons that go off early. The strategy, after all, is to let your opponents keep drawing themselves into a life hole while you set up for a big finish. That said, Seizan has a nasty tendency to stomp casual decks simply because he disrupts your opponents' hands and plays combos that most casual players aren't expecting or can't figure out how to deal with in time. So evaluate Seizan as you like, and be prepared for some hate from your table if you bring this decklist to a casual group.
General Deck Philosophy
Deck Mechanics
1. Everyone draws cards. This fills up your opponents' hands and sets up the second theme, which is...
2. Everyone but you takes damage for the cards they draw. This is accomplished through the enchantments and artifacts you play. Some of them force your opponents to take damage when they draw, others when they discard, and others still just for having a certain number of cards in their hand. Layer enough of these effects on top of one another with Seizan or other draw engines out, and your opponents will be taking upwards of 5 damage per turn with very little effort on your part.
3. Gain back the life you've lost and stall the game. The longer the game drags out, the more life your opponents will lose to Seizan and other effects. Additionally, the longer the game, the more complicated your board position is likely to be, and the more likely you are to have set up some of your enchantment/artifact combos.
4. Make mana to finish them off. The reason this deck plays things like Cabal Coffers, Magus, Nirkana, etc is to set up the largest possible kill spells. This is where your X spells (Exsanguinate, Bonds of Agony, Consume Spirit) all come in. If all else fails, you can always just Exsanguinate everyone for 40.
Deck
1 Seizan, Perverter of Truth
Artifacts (11)
1 Anvil of Bogardan
1 Blood Clock
1 Ebony Owl Netsuke
1 Font of Mythos
1 Howling Mine
1 Iron Maiden
1 Memory Jar
1 Nightmare Lash
1 Skullcage
1 Temple Bell
1 Venser's Journal
Creatures (20)
1 Bane of the Living
1 Drana, Kalastria Bloodchief
1 Dread
1 Geth, Lord of the Vault
1 Grave Titan
1 Kagemaro, First to Suffer
1 Magus of the Coffers
1 Massacre Wurm
1 Mindslicer
1 Myojin of Night's Reach
1 Nezumi Graverobber
1 Nirkana Revenant
1 Pestilence Demon
1 Psychosis Crawler
1 Reiver Demon
1 Roiling Horror
1 Sangromancer
1 Vampire Nighthawk
1 Viseling
1 Withered Wretch
1 Bloodchief Ascension
1 Chains of Mephistopheles
1 Dark Suspicions
1 Liliana's Caress
1 Megrim
1 Phyrexian Arena
1 Underworld Dreams
1 Wound Reflection
Instants (5)
1 Diabolic Edict
1 Insidious Dreams
1 Suffer the Past
1 Tendrils of Corruption
1 Vampiric Tutor
Planeswalker (1)
1 Liliana Vess
Sorcery (16)
1 Beseech the Queen
1 Bond of Agony
1 Consuming Vapors
1 Corrupt
1 Consume Spirit
1 Damnation
1 Decree of Pain
1 Demonic Tutor
1 Diabolic Tutor
1 Exsanguinate
1 Grim Tutor
1 Nightmare Incursion
1 Phthisis
1 Profane Command
1 Sadistic Sacrament
1 Sign in Blood
1 Bojuka Bog
1 Cabal Coffers
1 Deserted Temple
1 Leechridden Swamp
1 Maze of Ith
1 Mikokoro, Center of the Sea
1 Reliquary Tower
1 Strip Mine
26 Swamp
1 Urborg, Tomb of Yawgmoth
1 Vesuva
1 Volrath's Stronghold
1 Wasteland
Specific Win Conditions
Here's some of the ways that Seizan wins:
1. Exsanguinate + Bonds of Agony: with 10 mana, you can deal 17 damage to all opponents with these cards. If you've kept Seizan out consistently, that'll probably be enough.
2. Seizan + Enchantments: I'm listing enchantments as a general category here because all the enchantments in this deck interact with Seizan. Get even one out and you'll likely deal between 4-5 damage per turn without a problem.
3. Megrim/Liliana's Caress + Underworld Dreams + Memory Jar (+ Myojin of Night's Reach): This is an absolutely brutal combo that you can pull off for only 10-11 mana. All opponents will take 14 damage from discard and 7 damage on the draw, for a total of 21 damage to all opponents. If Myojin is out at the same time, there is no way this does not end up being GG. It's interesting to note that this combo only gets better if you throw Anvil of Bogardan into the mix.
4. Chains of Mephistopheles + Megrim/Liliana's Caress + Draw engines (+ Anvil of Bogardan ): This SUCKS. Your opponents will HATE YOU. If you have Seizan out, this translates to 6 damage per turn, and it will only get worse the more draw cards you can get out. Possibly the best reason to actually go out and find a Chains for this deck.
5. Anvil of Bogardan + Seizan + any of the damage artifacts (Ebony Owl Netsuke, Iron Maiden, etc): This doesn't often straight up win you the game, but it will often do enough damage to opponents to really screw their day and make them weaker targets for each other. There are SO MANY artifacts in this deck that you can drop to do damage that it shouldn't ever be a problem getting 2-3 of them out at once.
6. Urborg + Nightmare Lash + Shizo, Death's Storehouse: Sometimes an 18 point swing late game with Seizan just wins. Shizo makes it that much easier for it to happen.
7. Memory Jar + Megrim/Liliana's Caress: This is a guaranteed 14 damage to all opponents, 28 with both of them out, and 35 if you manage to get Underworld Dreams in play at the same time. INCONCEIVABLE!
General Strategy
Here we discuss how Seizan wins.
First and foremost, ALWAYS PLAY SEIZAN ON TURN 5. You need him to accelerate you into a favorable position, and to start causing damage to your opponents. Additionally, the card advantage you gain everyone sometimes causes people to decide you're not the biggest threat on the board. This is of course provided you didn't drop any of your super-threatening artifacts prior to Seizan coming into play.
The thing about your artifacts is that most players have no idea these things are even played in EDH. Most decks don't run them because they aren't good in and of themselves. In fact, a lot of them are old enough that some players might not even have a clue that they EXIST, and will be therefor unaware of the threat Seizan poses. This is the other great advantage of playing Seizan: as a win con he flies completely under the radar of most players.
Most people have been conditioned to look for certain things in mono black, knowing that they likely have to answer them or get their faces beaten in. This deck plays several of those things: Geth, Nirkana, Nightmare Lash, etc are all examples. BE PREPARED TO LOSE THESE THINGS. Occasionally they will survive and be useful to you, but in the decklist I posted the only thing that even comes close to protecting your permanents is Sword of Light and Shadow, and that's only for creatures and from two colors. But you know what? That's OK! You're not trying to win with them, and if you do it's a happy coincidence.
Let's go back to talking about your artifacts for a moment. These are going to be one of your primary ways of damaging other players, but only if they manage to survive for more than a couple of turns. Thus, either you want to drop them in 2's or 3's or when there are other, better targets for removal. This ensures that at least one of them will survive to do damage to your opponents. Additionally, you'll probably only want to drop them after either Seizan is out or after you've got Font/another draw engine going to ensure that they'll be effective.
Enchantments are in much the same boat as artifacts here, as they will likely attract removal unless there are other, better targets out. That said, I've often found it's better to throw them out as soon as you've got Seizan out so that they can start racking up the damage. For some reason, they tend to stick longer, especially when you're not playing against white or green heavy decks.
Weaknesses of the Deck:
Seizan isn't all powerful. He has a couple of big, specific weaknesses:
1. Enemy enchantments. Make friends with the green/white players, because they're your only hope in this department.
2. More draw = more answers. This seems kind of obvious but it bears repeating. You're accelerating your opponents' draw and helping them dig for that Shattering Spree or Mind Over Matter that's just sure to rain on your parade. Your things will get blown up. Sometimes you will accidentally help an opponent win the game. We try not to let that happen, but it's just the nature of the beast.
3. If you can't keep Seizan out til your turn, you lose card advantage. It's conceivable that some of your opponents might decide they want to draw, but don't want you to, and will blow your poor Pervert sky high right before your turn. If this happens consistently for several turns, you've likely cost yourself the game.
More to come in a bit.
RRRHeartless Hidetsugu: The Ogre for TrollsRRR
BBBSeizan's Perverted VicesBBB
The Commandments of EDH
I play U/B, so I use Subterranean Hangar and Bottomless Vault to hit my big Exsanguinate. I'm actually thinking of adding more storage counter lands and might even consider adding Agony into the mix after seeing this.
The card makes me nervous though, even WITH lots of counterspells in my deck. I'm not sure I would do it with mono-black because paying alot of life for something before it resolves is pretty reckless. I might as well though. I'm already playing Hatred + Distortion Strike. Bonds of Agony might actually be a bit better.
Modern
RBig RedR
GMean GreenG
WWW AlliesW
BGScavengeBG
WUVenser SilenceWU
EDH
RWAurelia 1 vs 1RW
GWURoonGWU
GWSaffiGW
RRRHeartless Hidetsugu: The Ogre for TrollsRRR
BBBSeizan's Perverted VicesBBB
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
Edit: Found the list. Its a bit old but here was the start of it.
1 Seizan, Perverter of Truth
Critters
1 Yixlid Jailer
1 Nezumi Shortfang
1 Withered Wretch
1 Kuon, Ogre Ascendant
1 Necroplasm
1 Cunning Lethemancer
1 Harbinger of Night
1 Howling Banshee
1 Silent Arbiter
1 Mindslicer
1 Magus of the Abyss
1 Horobi, Death's Wail
1 Plague Sliver
1 Braids, Cabal Minion
1 Woebringer Demon
1 Cairn Wanderer
1 Hylopaterous Lemure
1 Ascendant Envicar
1 Void Maw
1 Hollowborn Barghest
1 Platinum Angel
1 Patron of the Nezumi
1 Myojin of Night's Reach
1 Sanguine Praetor
1 Meekstone
1 Relic of Progenitus
1 Magnetic Web
1 Cursed Totem
1 Tsabo's Web
1 Defense Grid
1 Null Rod
1 Tangle Wire
1 Orb of Dreams
1 Trinisphere
1 Ensnaring Bridge
1 Quicksilver Fountain
1 Blood Clock
1 Muse Vessel
1 Dingus Staff
1 Storm Cauldron
1 Mirror Gallery
1 Cauldron of Souls
1 Feroz's Ban
1 Possessed Portal
Instants
1 Imp's Mischief
1 Innocent Blood
1 Strongarm Tactics
1 Smallpox
1 Pain's Reward
1 Delirium Skeins
1 Death Cloud
1 Forced March
Enchantments
1 Bloodchief Ascension
1 Forsaken Wastes
1 Necrogen Mists
1 Oppression
1 Warped Devotion
1 Death Pits of Rath
1 Tainted AEther
1 Gibbering Descent
1 Wound Reflection
Lands
1 Zoetic Cavern
37 Swamps
Mono Konda| Sakashima| Yahenni| Ashling| Selvala|C Karn
Guilds Grand Arbiter| Meren| Gisa & Geralf| Scorpion God| Omnath| Sisay| Karlov| Avacyn| Jhoira v2| Rashmi|
Shards WUB Oloro|GWU Roon|RGW Jurassic Park|UBR Nekusar|BRG Kresh|
Clans RWU Narset|WBR Vampires|BGW Doran|UBG Muldrotha|URG Animar|
4-Colors GWUB Atraxa|BRGWSaskia|RGWU Hydra Hug| UBRGYidris|WUBRBreya|
5-Color WUBRG Super Friends
Extra Decks Titania| Taigam| Locust God| Cats| Tishana| Kumena| Squirrels| Slimefoot} Baron|RGW Samut|UBR Pirates|UBR Mairsil| WUBRG Ramos|
im envisioning the deck as a evil but fun group hug. so the deck isnt so bent on winning, its just giving everyone cards to allow them to make more plays, but also speeding up the game by playing the vise etc artifacts.
i was wondering does anyone have ideas for even more artifacts/enchantments that hurt people for having cards or taking advantage of seizan's draw? also any more howling mine effects?
also ideas for good rattlesnake cards that come down really early? i was going to add executioner's capsule and seal of doom as well as vampire nighthawk for a nice +2 life deathtouch/flying wall(kinda like a wierd kitchen finks). maybe stinkweed imp instead because it keeps coming back? i kinda dont want to dredge away my artifacts though.
on taht note im thinking of adding arcbound reclaimer and myr retriever to get back destroyed artifacts.
Removed:
- Sword of Light and Shadow: May be a temporary removal, depends on how Blood Clock performs.
- Helldozer: Wasn't doing enough. There was never a time I wanted to play him, he may just not be my style.
- Rackling: Most of the time my opponents have hands that are too full, not too small
- Bloodchief Ascension: If I ever managed to drop this, I got hated out of a game immediately. Also, seems like a bit of a win more card.
- Overwhelming Forces: I have enough wrath effects already.
- Shizo, Death's Storehouse: Never used it, had enough land generally, and needed the slot.
Added:
+ Blood Clock: Looks interesting! May be removed at a later date depending on how it performs
+ Pestilence Demon: Pestilence with a body. Supremely helpful.
+ Vampire Nighthawk: Good blocker, lifelink. Seems good.
+ Withered Wretch: More graveyard hate. Ka-ching.
+ Consume Spirit: Removal and lifegain. Delicious.
+ Sangromancer: Why was I not playing this card? Simple. I'm an idiot. THIS IS BEASTLY IN THIS DECK.
RRRHeartless Hidetsugu: The Ogre for TrollsRRR
BBBSeizan's Perverted VicesBBB
-Blood Clock: Experiment failed.
-Black Vise: Only a single opponent is underwhelming.
-Avatar of Woe: Didn't do enough
-Magus of the Mirror: I play so many lifegain effects and global opponent damaging stuff that this was almost always totally worthless to me.
-Chainer's Edict: Swapped out for Consuming Vapors for similar functionality and lifegain.
-Promise of Power: Wasn't pulling enough wait. A big stompy monster is just a big stompy monster, and can get chumped or removed.
-A Swamp.
+Bloodchief Ascension: This needed to go back in.
+Mind Sludge: I'm filling opponents' hands so much, and there are so many draw effects in EDH and so many discard effects in this deck that I couldn't conscience not playing this anymore. It's much too nice a combo to ignore.
+Consuming Vapors: Swapped in for Chainer's Edict. Thought the lifegain was important.
+Sadistic Sacrament: With so much global draw, I need to neuter the decks of my opponents before they can draw their combos out. Nightmare Incursion wasn't enough - Sacrament will provide it with some much needed backup.
+Leechridden Swamp: This seems cool. It's also already a Swamp!
+Phyrexian Arena: More draw power! Waffling back and forth between this and Necropotence. We shall see which I like better in playtesting.
+Roiling Horror: Lifesteal and big stompy things based on the difference in life, which my goal is to exacerbate. Seems good.
I feel that these changes tighten up the deck quite a bit. We're getting to the cream of the crop here.
RRRHeartless Hidetsugu: The Ogre for TrollsRRR
BBBSeizan's Perverted VicesBBB
With your heavy reliance on artifacts, you should probably take a look at Guardian Beast.
Intet, the Dreamer
Azusa, Lost but Seeking
Heartless Hidetsugu
Sun Quan, Lord of Wu
Celestial Kirin
Maga, Traitor to Mortals
Sir Shandlar of Eberyn
Karona, False God