i see... but im currently running 3 of each tron land, 2 sheets and 2 mouths... so basically my land base looks like sumthin like:
3 urza's mine
3 urza's power plant
3 urza's tower
2 scrying sheets
2 mouth of ronom
10 snow-covered island
so if i were able to drop a turn 5 owl (and lucky enuf), which is 3/3 (2 snow islands and the owl itself), by turn 6 i should be able to pump it to, at most, 7/7 (2 snow islands, 3 snow tron lands, the owl itself, maybe 1 sheets/mouth)
usually i put rimefeather owl as finisher for my MUC deck. so for it to be really large why not use tron to make snow permanents. first, "ice" one of your tron lands (e.g. power plant). so owl gets +1/+1 bigger and you get an "snow" land (well, a snow power plant). using your new snow-power plant, you can ice another tron land, the mine for example. owl gets bigger again and you have another snow land. and if you get to "ice" your tron lands, then it'll be easy for you to "ice" other of your permanents, and your opponents, since you have snow tron lands which can produce lots of snow-mana.
not only you'll have a spell-burst lock, but you can also have a turn 5 owl which can be really really big.
i might be wrong on this, but heck, its just a thought... hehehe
IMO, stinkweed imp is the best answer once SSS hits play. Yes, 4 trample damage hurts. You might also want to cast a second imp or third imp, just to minimize the trample damage.
@Excise: i like with what you've done with the deck. bound // determined is good in there. and research is another fine choice specially when you're running dimir doppelganger. but i think you would still need stinky. it makes fast aggro decks think twice about attacking. and it dredges. dredge is obviously gold in this deck. not only you get back stinky, but you're also filling up your graveyard with things that you might want to reanimate later on.
speaking of dredge, i was also thinking of putting nightmare void. it dredge, and it lets you look into your opponent's hand and discard their fatty.
if you're goin to pitch in green for putrefy, might as well have SSS.
i also have a U/B Reanimator for Rav Block. it's just a deck that i put together for fun. I used to have green in it but i get mana screwed most of the time (don't have the money for dual lands).:cool:
my deck won't win tourneys but it's fun to play.
here's how i usually win:
- get a turn4 szadek then mill and win...
- get autochthon worm then trample to victory
- mill your opponent then copy his big fatty with doppelganger and win...
- copy sky swallower with doppelganger and cruise in for the win
- this one's crazy but it happened...i was running low on library due to dredge, luckily i have junktroller in play. when my library was depleted, i used junktroller to put glimpse it in my library. draw glimpse, cast it targeting my opponent...then repeat and rinse every turn...:)
@smee51: adding green would be great since it will give me great cards such as putrefy, punishment, moldervine cloak, voidslime...but im under budget...and the risk of getting mana screwed is higher...but i do appreciate all of your great suggestions...
can't remove circu. he's good. and makes my opponent want to remove him more rather than my horror. and i have counters to protect him. it's just how you play your cards.
@surging chaos: yes snell snare is a weakness to my deck. but all decks have weaknesses. no deck is perfect.
as i have said, i am playing a crappy deck that has crappy cards, a'ight?!
i am building a Horror deck, not a LoS deck. LoS is just there to support my horror. the deck doesn't revolve around it. If it were a LoS deck, i would have phantasms and dragons in there too...
dimir signet doesn't allow me to cast horror without me burning myself.
for example:
i have swamp, island, signet...to cast horror, i tap island for signet, i get UB, so i tap swamp then cast horror and burn for 1.
on the other hand:
i have island, swamp, terrarion...to cast horror, i tap both island and swamp to activate terrarion to produce BB, then cast horror...no burn...plus i draw a card.
and terrarion allows me to play plaxmanta as a surprise blocker when situation calls for it.
it may be crappy...but im playing a crappy deck anyway that, somehow, works.
it's very reactive, as Smee51 would put it. but this deck doesn't rely heavily on LoS. im pretty sure it still lacks something but for now i'm happy with it. im thinking of putting dizzy spell in my deck in place of convolute. it's good against aggro and it transmutes for repeal/gigadrowse/terrarion... what do you think?
my sideboard is still in the works... here's what i've come up so far...
well, there's a work around for this...
turn 1:
- play forest
- remove simian spirit guide
- play gemhide sliver
how bout it?
oh, and regarding the sliver wild pair deck, i think it's for standard format... it would have ornithopther and cloudstone curio...
thanks for the spectral force tip... but im goin to stick with this route... scryb ranger is there against brine-lock decks...
15 FOREST
4 MOUNTAIN
1 FUNGAL REACHES
1 URZA'S FACTORY
CREATURES:
4 GEMHIDE SLIVER
4 WALL OF ROOTS
3 YAVIMAYA DRYAD
3 ESSENCE WARDEN
3 SIMIAN SPIRIT GUIDE
3 GROUNDBREAKER
2 TIMBERMARE
2 BOGARDAN HELLKITE
1 JEDIT OJANEN OF EFRAVA
3 WILD PAIR
4 EVOLUTION CHARM
3 MIGHT OF OLD KROSA
2 DISINTEGRATE
2 WEATHERSEED TOTEM
3 dead//gone
4 scryb sprite
3 scragnoth
3 whirling dervish
2 seal of primordium
i used this deck in a TS/PC block constructed tourney and went on a 4-3 record. my 3 loses came from 2 R/W/U blink decks and a mono red aggro burn.
i think its not that bad for a rogue deck, but i know i still haven't pushed this deck to the limit.
i'm open for suggestions... thanks!
1 Urborg, Tomb of Yawgmoth
2 Molten Slagheap
6 Mountain
8 Swamp
4 Terramorphic Expanse
2 Sengir Nosferatu
4 Phyrexian Totem
4 Prismatic Lens
3 Foriysian Totem
4 Damnation
4 Boom//Bust
3 Sudden Death
3 Dead//Gone
2 Sulfurous Blast
2 Strangling Soot
2 Extirpate
2 Void
attach reality acid on an oppenent's permanent then bounce reality acid using dream stalker, and see your opponent's permanent go bye-bye...
3 urza's mine
3 urza's power plant
3 urza's tower
2 scrying sheets
2 mouth of ronom
10 snow-covered island
so if i were able to drop a turn 5 owl (and lucky enuf), which is 3/3 (2 snow islands and the owl itself), by turn 6 i should be able to pump it to, at most, 7/7 (2 snow islands, 3 snow tron lands, the owl itself, maybe 1 sheets/mouth)
anyway, you got your own style and i got mine...
usually i put rimefeather owl as finisher for my MUC deck. so for it to be really large why not use tron to make snow permanents. first, "ice" one of your tron lands (e.g. power plant). so owl gets +1/+1 bigger and you get an "snow" land (well, a snow power plant). using your new snow-power plant, you can ice another tron land, the mine for example. owl gets bigger again and you have another snow land. and if you get to "ice" your tron lands, then it'll be easy for you to "ice" other of your permanents, and your opponents, since you have snow tron lands which can produce lots of snow-mana.
not only you'll have a spell-burst lock, but you can also have a turn 5 owl which can be really really big.
i might be wrong on this, but heck, its just a thought... hehehe
it mills for 5 plus it also serves as counterspell...
And, you can use ribbons of night to get some life points back.
speaking of dredge, i was also thinking of putting nightmare void. it dredge, and it lets you look into your opponent's hand and discard their fatty.
i also have a U/B Reanimator for Rav Block. it's just a deck that i put together for fun. I used to have green in it but i get mana screwed most of the time (don't have the money for dual lands).:cool:
here's what i'm running:
2 dimir doppelganger
3 vigor mortis
4 stinkweed imp
4 compulsive research
2 dimir house guard
4 last gasp
1 nullstone gargoyle
2 drift of phantasms
1 mindleech mass
2 keening banshee
1 autochthon wurm
2 glimpse the unthinkable
2 junktroller
2 lore broker
1 grozoth
1 sky swallower
9 island
2 dimir aqueduct
1 duskmantle, house of shadows
i'm plannin to get me 1 razia, 1or2 blazing archon and 1 more doppelganger
my deck won't win tourneys but it's fun to play.
here's how i usually win:
- get a turn4 szadek then mill and win...
- get autochthon worm then trample to victory
- mill your opponent then copy his big fatty with doppelganger and win...
- copy sky swallower with doppelganger and cruise in for the win
- this one's crazy but it happened...i was running low on library due to dredge, luckily i have junktroller in play. when my library was depleted, i used junktroller to put glimpse it in my library. draw glimpse, cast it targeting my opponent...then repeat and rinse every turn...:)
@smee51: adding green would be great since it will give me great cards such as putrefy, punishment, moldervine cloak, voidslime...but im under budget...and the risk of getting mana screwed is higher...but i do appreciate all of your great suggestions...
can't remove circu. he's good. and makes my opponent want to remove him more rather than my horror. and i have counters to protect him. it's just how you play your cards.
@surging chaos: yes snell snare is a weakness to my deck. but all decks have weaknesses. no deck is perfect.
as i have said, i am playing a crappy deck that has crappy cards, a'ight?!
i am building a Horror deck, not a LoS deck. LoS is just there to support my horror. the deck doesn't revolve around it. If it were a LoS deck, i would have phantasms and dragons in there too...
for example:
i have swamp, island, signet...to cast horror, i tap island for signet, i get UB, so i tap swamp then cast horror and burn for 1.
on the other hand:
i have island, swamp, terrarion...to cast horror, i tap both island and swamp to activate terrarion to produce BB, then cast horror...no burn...plus i draw a card.
and terrarion allows me to play plaxmanta as a surprise blocker when situation calls for it.
it may be crappy...but im playing a crappy deck anyway that, somehow, works.
and i think you're pertaining to surveilling sprite.
and, as promised, here's my horror deck...
4 swamp
4 watery grave
23 lands
4 hunted horror
4 plaxmanta
1 circu, dimir lobotomist
9 creatures
4 remand
4 muddle the mixture
3 convolute
4 repeal
3 gigadrowse
3 telling time
3 terrarion
28 other spells
it's very reactive, as Smee51 would put it. but this deck doesn't rely heavily on LoS. im pretty sure it still lacks something but for now i'm happy with it. im thinking of putting dizzy spell in my deck in place of convolute. it's good against aggro and it transmutes for repeal/gigadrowse/terrarion... what do you think?
my sideboard is still in the works... here's what i've come up so far...
4 last gasp
4 moroii
2 leyline of the void
2 swamp
your inputs are highly appreciated. thanks.