- orion_21_94
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Member for 12 years, 2 months, and 10 days
Last active Thu, May, 9 2013 16:07:12
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Nov 10, 2012orion_21_94 posted a message on gwbtokens.Growing Ranks are really slow. (No effect the turn you play it, only 1 perturn, cant get it out for 1-3 mana) I love the rest of this deck as it seems like it just varies a little from what i play, what i would suggest if you can ever get ahold of shock lands, is 2 more arbor elves. If not maybe run a little more for that beast tracker to search for. (Another armada wurm) or some other non token creatures that help with the general idea, (maybe 2 trostani's) (also sorin, lord of innistrad works very well with this deck)Posted in: jethrologan Blog
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can use:
Blood Artist
Dark Imposter
Vampire Nocturnus
Vampire Nighthawk
Bloodthrone Vampire
Bump in the Night
can not use:
Captivating Vampire
Kalastria Highborn
Guul Draz Vampire
Pulse Tracker
Vampire Hexmage
Bloodhusk Ritualist
Feast of Blood
Urge to Feed
Vampire's Bite
Go for the Throat
Blade of the Bloodchief
Verdant Catacombs
If i may suggest things though, alot of standard cards are dirt cheap and have been around for awhile, so if you really want to build a decent standard deck, just look for a local store that sells MTG cards and ask around, im sure you could build a deck around what you have right there for about $3-$10.
Good point, but without the dead-eye, and zealous conscripts you've basically changed everything about the deck, or at the very least removed the criminals from their cells.
Every combo here would rely on having those three cards out, but if you had healer of the pride there too its an infinite life machine, only problem is getting all three out at once.
Just out of curiosity, if you regain control of a creature on your side of the battlefield, does it count as re-entering? if so ... then the combo's with this prison system are nearly limitless.
That's cool too, I suppose I'm a little too in love with the card to make really accurate judgments. I would like to see someone eventually make it work in a deck that doesn't revolve around stacking curses or going 80% burn spells. Maybe a U/R con'troll' unblockable deck. I'll expiriment i suppose.
That being said, im fairly certain you added anti-magic aura in an attempt to stop your illusions from leaving the field correct? ... if so, then this card by itself will remove them. I also noticed your Lord providing support though, its just a little sad that the only abilities that could work are creature abilities. I would look into finding more creatures that give hexproof to other monsters.
noticing that your still online, i figured i could give you a little bit of insight on the ideas you offered out. You went and posted plenty of cards i hadn't even heard of and turned zombies into a pretty deadly beatstick. You ALSO managed to answer my last question about zombie aggro decks, seeing as how this deck seems pretty straight forward in that aspect of things.
with zombie aggro, your going to want to be fast about pulling out zombies, since not many zombies have potential to be out before turn 4-5, so zombie warchief would be a great card to keep in. It gives a little more than most cards do anyways. im just going to generalize the situation and say that you should keep warchief and baron at 4, but maybe knock the others down to either 3, or 2. your going to WANT to have the others, but in the end clearing up some space for speed is what it boils down to.
i would also consider maybe with some room add a few really quick mana seekers as well to the mix, the lands just help clear two card slots in one basic move and give you less cards you have to draw through in order to get what you need.
in an attempt to try and narrow down the rather large list you gave off, here's an attempt at what i would consider the creatures of choice
4 zombie warchief
4 death baron
2 cemetary reaper
2 zombie lords
1-2 mikaeus the unhallowed (undying only happens once per creature regardless ... but the effect can save you quiet a bit from field sweeping effects and give you an extra leg to stand on when fending off tougher creatures, besides with your mana ramp, you probably wont get much out til about turn 4-6 ... but by that point you'll have plenty to cover its cost with a good bit left over)
2 korlash *
1 phage *
2 soulless one *
2 null champion *
everything starred is something i would personally not use, but added in just to save from having to move away from your list, however i am a semi new player. if i had the opportunity to change them, i would have added in some of the cheaper zombies from dark ascension, such as Gravecrawler, or Diregraf ghoul
these are all simply my interpretations of what i find usefull within my own deck, and what has proven itself as a savior or otherwise
I agree completely, looking into the ways that the zombies themselves play out however, i don't see how a straight forward aggro zombie deck can be played? ... it seems that everytime i try to improve upon the deck or see any way for the deck to be more easily playable against other opponents, it just seems to go back to combo/control. A friend recently explained the rulings for undying to me, and Mikaeus now seems ALOT more useful, but im still stuck behind the ideas that there are just too many cards out for making zombies swarm (call to the grave, endless ranks of the dead, rooftop storm) to really play a zombie mainly aggro deck ... im just not seeing it, is there any chance anyone could help me with seeing how it could work? Because knowing how to expand beyond the combo part of how they play would at least help with my judgment of the cards.