I agree with Mantle Denizen, if you want to keep in the Return of the Nightstalkers mood, you should go with black only.
Bad Moon is a cool card, as well as Cover of Darkness, but both can't be played against black cards, but that's the reason of existence of sideboard. You can choose Darkblast (for early threats and you can fill your graveyard of Nightstalkers) against black decks.
Any of these lands are subpar with Lake of the Dead, mostly a 5 mana producer, depending your need.
I think your deck is too heavy yet to think about gravepact. You don't even have a focused deck on the usage of this card, it'll be a random card, the same way you can face a black deck, you can face a control deck, not based in creatures, so, nothing to be sacrificed, or even a direct damage deck. That's all meta, but this card won't help your deck.
At this moment, i think the suggestions i gave to you are all good. If any idea comes to me, i post here.
I think we should drop the idea of discarding cards, Return of the Nightstalkers is a really high cost card, and there are just 2 in the deck, so placing cards on yard will be terrible.
Breathstealer is a nightstalker as well, but at this moment, i'm thinking in place of whom he should be placed. Your mana curve is something like that:
1 mana: 8 cards (Dark Ritual and Darkblast)
2 mana: 8 cards (Lurking Nightstalker and Last Gasp)
3 mana: 12 cards (Feral Shadow, Unborg Panther and Breathstealer)
4 mana: 2 cards (Nevinyrral's Disk)
5 mana: 4 cards (Shimian Nightstalker)
6 mana: 0 cards
7 mana: 2 cards (Return of the Darkstalkers)
Alot faster, and smoother, there could be a change in base if you choose for any other card than Darkblast on the slot i told you, but then you'll have 4 first drop and 12 second drop, all good anyway.
For Fun: you can include 1 or 2 copies of Spirit of the Night, in the place of 2 Shimian Nightstalker, but only if want to move a little from the side of Nightstalker theme (I think Spirit is kind of a Nightstalker God, since there is a need of sacrificing 3 of them to cast free).
I think, that will help your deck become alot faster and among the theme.
I think Damnation is a better card than Nevinyrral's Disk, since you'll need 5 mana to activate Disk, against 4 of Damnation.
I rather Breathstealer than Raiding Nightstalker since with Breathstealer you can swing for 3, i'd rather Raiding if i was facing a black deck.
One good thing would be some card that let you put all nightstalker in your hand in your graveyard to improve the effect of Return of the Nightstalkers.
LOL...surely not, you'e dawn right, good thought, i forgot completly about it. I've just listed some options, since i think his mana curve should raise, i don't think Serendib Efreet has a place on deck, there are alot cards way better, and i see no problem on going 'til 4 or 5 in mana curve for a finisher, But i think Thought Devourer is the best creature for its place, since by 4th turn, you'll be if everything goes normal, with about 3 cards in hand.
I indeed don't think that these equipments has place in the deck, as well. They slow alot the deck with low results. I rather go with Unstable Mutation, this turn the deck alot more aggro, finishing alot faster.
As example:
With Equipment
1st Mana, Flying Man
2nd Mana, Drop Jitte
3rd Mana, Equip Jitte
With Unstable
1st Mana, Flying Men
2nd Mana, Unstable and Flying, or Cloud Farie
3rd Mana, Hunted Phantasm, Serendib Efreet
See, this deck is slow for its potencial, beside, if after you equip to attack, they can kill your creature or jitte, you lost 3 turns, with no creatures, just artifacts, and the foe with around 2 or 3 creature down, after that if they keep killing your creatures, thats gg for you. In other hand, with unstable, you'll always dropping threats. Jitte is specially good with Haste and Shroud abilities.
No creature in this deck has protection, so a single Shock can wreck your game. These cards were not made for blue aggro the way i think, you be alot faster with Unstable Mutation.
Completly agree, Counterspell has no place in this deck, i just gave an option for Force of Will, which i think hasn't a place too.
For an aggro, i think there is not enough creatures in your deck, should go something around 24, or the chances of having many spells, artifacts and lands are alot more than creatures. Contrary concept of an aggro deck.
I know its an specific situation, but this deck CAN do it, with all that Jitte you just can't. Besides it doesn't seems to be an expensive deck: Flying Men (which can be replaced for Cloud Pirates as mentioned above) and Psionic Blast (that one you'll have to pay, there is no substitute)
You have raised chances of landing creature early and game on. Always landing a threat. Any disruption you have high chances of recovering fast.
This is how a fast deck must be in they way i think. A situitable option is change Gigadrowse for Brainstorm if you think you're want to go even more aggro, and are not worry about run out of cards.
I like the original concept, i just think you should speedy things up, but of course, magic is above everything, fun, if you have fun with some card you play, construct a deck around it.
I don't like Force of Will in this deck, i think it's a high cost, and discard + 1 point of damage is a high cost for a counter, you should run Counterspell itself.
I like Unstable Mutation for blue aggro alot, i think its cheap, with great results, but maybe thats me.
As they said above, there are too much "one-ofs" in your deck, besides i think you can go with just the Zur colors, don't need to splash all 5, its gonna be low and painful.
Maybe 4 of the best spell of the color, should be enough. Remeber that they can destroy your enchantments. One of the most problem to you is gonna be Soltari Visionary, and the other, Extirpate kind of cards, if they choose Zur, game over..
The good thing here, would be an enchantment that helps brings enchantments from graveyard. and I think we must have a rescue, in the case of Zur going to grave. Maybe Raise Dead. Tranquility will not be a problem in this case, since there are 4-of each enchantment, so all replaceable.
No even Damnation is a problem to it, once it has False Demise, it will return.
First, i place just basic lands, but surely might be other better than that. Can't think what is needed for side, of course some artifact or enchantment destruction has always a place on side. And i think Lure has a place in this deck somewhere,
Since your creatures are at high cost, i think you need mana accel to overpass strong aggro decks, for this purpose, i placed Birds of Paradise and Dark Ritual.
For creature destruction, i think Last Gasp and Devour in Shadow are great addictions, but not sure if they are the best (from my research, seemed the best), Since you're trying to keep it in Vintage format you can choose for Dark Banishing and Terror, or even the one you told Diabolic Edict, But i think its not so good, because the first two don't let you kill a black or artifact creature, and Diabolic Edict let the option to foe sacrifice a Token.
To trample, Wildsize (+2/+2, Trample, and Card Drawing) at instant speed and Giant Growth. Again, not sure if they are the best (users can help us), but they are great cards since trample is needed because our purpose is kill by poison, growth help you kill defending creature, what lead to a open spot of defense (i really think must be something better than this around, something that gives trample or evasiveness). Or you can go with Overrun and Fear, or even a card that gives shadow to a creature, but i can't remember the name. But i don't like enchants, usually they go 2 for 1, they kill your creature, then you loose your creature and the enchantment, i rather go with instants or at least Sorcery.
I just think this deck will suffer with lack of cards later game.
I think you're right in both your statements, i think Otherworldly Journey should have a 4 of in side (specially to save Takeno and Nagao), and, he should drop Kitsune Blademaster for Indebted Samurai, a far superior creature.
I think that this deck must have at least 22 plains.
LAZ: I still think Konda, Lord of Eiganjo has no place in this deck, its cost is very high, and the card don't contribute alot with the deck (its just good if Takeno, Samurai General is in play).
FSTRANIERI: do you have any results with this deck? are you running Konda?
and there is no Konda, since his bushido 5, vigilance for a 3/3 creature is useless since nobody is gonna block him, and let him give his 3 damage, even more if the other guy have a big creature, he'll just wait your attack and strike after. Konda, Lord of Eiganjo becomes a blocker, an expensive blocker.
Hi there, i've found an en-kor deck i made long ago, now i think its time to check it up to see how it is. I play sometimes with friends with just block decks.
So if you can remember, and help me find the best choices for the deck in block, i'll be glad, i really want to abuse the en-kor ability.
Here it go:
Which one is better, Shackles(return to hand) or Pacifism(assure you that creature will not block or defend)? Must i board it in? In the place of what, Kor Chant?
Is mana base ok?
Well that's the start, now its up to you to help me.
Bad Moon is a cool card, as well as Cover of Darkness, but both can't be played against black cards, but that's the reason of existence of sideboard. You can choose Darkblast (for early threats and you can fill your graveyard of Nightstalkers) against black decks.
Any of these lands are subpar with Lake of the Dead, mostly a 5 mana producer, depending your need.
I think your deck is too heavy yet to think about gravepact. You don't even have a focused deck on the usage of this card, it'll be a random card, the same way you can face a black deck, you can face a control deck, not based in creatures, so, nothing to be sacrificed, or even a direct damage deck. That's all meta, but this card won't help your deck.
At this moment, i think the suggestions i gave to you are all good. If any idea comes to me, i post here.
3H (Hope Have Helped)
Breathstealer is a nightstalker as well, but at this moment, i'm thinking in place of whom he should be placed. Your mana curve is something like that:
1 mana: 0 cards
2 mana: 8 cards (Lurking Nightstalker and Last Gasp)
3 mana: 12 cards (Feral Shadow, Riding Nightstalker and Urborg Panther)
4 mana: 6 cards (Nevinyrral's Disk and Tendrils of Corruption)
5 mana: 8 cards (Shimian Night Stalker and Predatory Nightstalker)
6 mana: 0 cards
7 mana: 2 cards (Return of the Nightstalkers)
I'd do the following things
-4 Tendrils of Corruption
-4 Predatory Nightstalker
-4 Raiding Nightstalker (that can go to side, in case of facing black decks)
-4 Swamps
+4 Dark Ritual
+4 Cover of Darkness or Bad Moon or Darkblast (help to fill your graveyard with nightstalkers early game) or Terror
+4 Breathstealer.
+4 Lake of the Dead
Now your mana curve is like that:
1 mana: 8 cards (Dark Ritual and Darkblast)
2 mana: 8 cards (Lurking Nightstalker and Last Gasp)
3 mana: 12 cards (Feral Shadow, Unborg Panther and Breathstealer)
4 mana: 2 cards (Nevinyrral's Disk)
5 mana: 4 cards (Shimian Nightstalker)
6 mana: 0 cards
7 mana: 2 cards (Return of the Darkstalkers)
Alot faster, and smoother, there could be a change in base if you choose for any other card than Darkblast on the slot i told you, but then you'll have 4 first drop and 12 second drop, all good anyway.
For Fun: you can include 1 or 2 copies of Spirit of the Night, in the place of 2 Shimian Nightstalker, but only if want to move a little from the side of Nightstalker theme (I think Spirit is kind of a Nightstalker God, since there is a need of sacrificing 3 of them to cast free).
I think, that will help your deck become alot faster and among the theme.
I think Damnation is a better card than Nevinyrral's Disk, since you'll need 5 mana to activate Disk, against 4 of Damnation.
I rather Breathstealer than Raiding Nightstalker since with Breathstealer you can swing for 3, i'd rather Raiding if i was facing a black deck.
One good thing would be some card that let you put all nightstalker in your hand in your graveyard to improve the effect of Return of the Nightstalkers.
Last Gasp and Tendrils are cool card to be in.
3H (Hope Have Helped)
I indeed don't think that these equipments has place in the deck, as well. They slow alot the deck with low results. I rather go with Unstable Mutation, this turn the deck alot more aggro, finishing alot faster.
As example:
With Equipment
1st Mana, Flying Man
2nd Mana, Drop Jitte
3rd Mana, Equip Jitte
With Unstable
1st Mana, Flying Men
2nd Mana, Unstable and Flying, or Cloud Farie
3rd Mana, Hunted Phantasm, Serendib Efreet
See, this deck is slow for its potencial, beside, if after you equip to attack, they can kill your creature or jitte, you lost 3 turns, with no creatures, just artifacts, and the foe with around 2 or 3 creature down, after that if they keep killing your creatures, thats gg for you. In other hand, with unstable, you'll always dropping threats. Jitte is specially good with Haste and Shroud abilities.
No creature in this deck has protection, so a single Shock can wreck your game. These cards were not made for blue aggro the way i think, you be alot faster with Unstable Mutation.
Completly agree, Counterspell has no place in this deck, i just gave an option for Force of Will, which i think hasn't a place too.
For an aggro, i think there is not enough creatures in your deck, should go something around 24, or the chances of having many spells, artifacts and lands are alot more than creatures. Contrary concept of an aggro deck.
Maybe something like this:
18 Island
2 Chrome Mox
Creatures (24)
4 Flying Men
4 Cloud Sprite
4 Cloud of Faeries
4 Thalakos Seer
4 Indentured Djinn
4 Thought Devourer
4 Unstable Mutation
4 Brainstorm
4 Psionic Blast
4 High Tide
Creatures
1st Drop = 8 cards
2nd Drop= 8 cards
3rd Drop = 4 Cards
4th Drop = 4 Cards
MANA
1 mana = 20 cards
2 mana = 8 cards
3 mana = 8 cards
4 mana = 4 cards
Look what can you do.
1st - Flying Men
2nd - Cloud of Faeries , 2 Unstable Mutation on Flying Men (7 damage from Flying Men)
3rd - High Tide, Unstable Mutation on Cloud of Faeries, and Psionic Blast - (13 TOTAL DAMAGE - Psionic Blast (4), 5/5 Flying Men (5) and 4/4 Cloud of Faeries(1))...YOU WIN
A THIRD TURN WIN
I know its an specific situation, but this deck CAN do it, with all that Jitte you just can't. Besides it doesn't seems to be an expensive deck: Flying Men (which can be replaced for Cloud Pirates as mentioned above) and Psionic Blast (that one you'll have to pay, there is no substitute)
You have raised chances of landing creature early and game on. Always landing a threat. Any disruption you have high chances of recovering fast.
Just to think about...
OPTIONS:
A Drake Familiar can help taking back Unstable Mutation, option for 2 drop.
An option is Imaginary Pet, since it combos with Thought Devourer. But no self inclusion here.
This is how a fast deck must be in they way i think. A situitable option is change Gigadrowse for Brainstorm if you think you're want to go even more aggro, and are not worry about run out of cards.
I like the original concept, i just think you should speedy things up, but of course, magic is above everything, fun, if you have fun with some card you play, construct a deck around it.
3H (Hope Have Helped)
I don't like Force of Will in this deck, i think it's a high cost, and discard + 1 point of damage is a high cost for a counter, you should run Counterspell itself.
I like Unstable Mutation for blue aggro alot, i think its cheap, with great results, but maybe thats me.
Besides that, the deck seems cool to me.
Unfortunatly, no, Surging Sentinels is a human soldier card, i guess besides Kamigawa there is no samurai around.
Thanks for trying to help.
As they said above, there are too much "one-ofs" in your deck, besides i think you can go with just the Zur colors, don't need to splash all 5, its gonna be low and painful.
Maybe 4 of the best spell of the color, should be enough. Remeber that they can destroy your enchantments. One of the most problem to you is gonna be Soltari Visionary, and the other, Extirpate kind of cards, if they choose Zur, game over..
Well, here is a list to help you:
4 Hallowed Fountain
4 Godless Shrine
4 Watery Grave
4 Boreal Shelf
4 Frost Marsh
4 Plains
Creatures (4)
4 Zur the Enchanter
4 Story Circle
4 Writ of Passage
4 Seal of Doom
4 False Demise
4 Ana Sanctuary
4 Raka Sanctuary
Others (8)
4 Vampiric Tutor
4 Swords to Plowshares
4 Seal of Cleansing
4 Enlightened Tutor
4 Raise Dead
3 Mana Breach
The good thing here, would be an enchantment that helps brings enchantments from graveyard. and I think we must have a rescue, in the case of Zur going to grave. Maybe Raise Dead.
Tranquility will not be a problem in this case, since there are 4-of each enchantment, so all replaceable.
No even Damnation is a problem to it, once it has False Demise, it will return.
Well, that's it
3H (Hope Have Helped)
Well, since i think you rather go with G/B, your options to let your creatures do damage and poison are destruction, trample and lure.
I've made an extended deck based on that:
11 Pântanos
11 Florestas
Criaturas (18)
4 Birds of Paradise
4 Swamp Mosquito
4 Suq'ata Assassin
3 Crypt Cobra
3 Marsh Viper
4 Dark Ritual
4 Last Gasp
4 Devour in Shadow
4 Wildsize
4 Giant Growth
First, i place just basic lands, but surely might be other better than that. Can't think what is needed for side, of course some artifact or enchantment destruction has always a place on side. And i think Lure has a place in this deck somewhere,
Since your creatures are at high cost, i think you need mana accel to overpass strong aggro decks, for this purpose, i placed Birds of Paradise and Dark Ritual.
For creature destruction, i think Last Gasp and Devour in Shadow are great addictions, but not sure if they are the best (from my research, seemed the best), Since you're trying to keep it in Vintage format you can choose for Dark Banishing and Terror, or even the one you told Diabolic Edict, But i think its not so good, because the first two don't let you kill a black or artifact creature, and Diabolic Edict let the option to foe sacrifice a Token.
To trample, Wildsize (+2/+2, Trample, and Card Drawing) at instant speed and Giant Growth. Again, not sure if they are the best (users can help us), but they are great cards since trample is needed because our purpose is kill by poison, growth help you kill defending creature, what lead to a open spot of defense (i really think must be something better than this around, something that gives trample or evasiveness). Or you can go with Overrun and Fear, or even a card that gives shadow to a creature, but i can't remember the name. But i don't like enchants, usually they go 2 for 1, they kill your creature, then you loose your creature and the enchantment, i rather go with instants or at least Sorcery.
I just think this deck will suffer with lack of cards later game.
What you think?
3H (Hope Have Helped)
I think you're right in both your statements, i think Otherworldly Journey should have a 4 of in side (specially to save Takeno and Nagao), and, he should drop Kitsune Blademaster for Indebted Samurai, a far superior creature.
For side i think Tereshi's Grasp and Otherworldly Journey are the only cards to be inside at this time, i see no need of Devoted Retainer on it. The other 7 spots are open.
I think that this deck must have at least 22 plains.
LAZ: I still think Konda, Lord of Eiganjo has no place in this deck, its cost is very high, and the card don't contribute alot with the deck (its just good if Takeno, Samurai General is in play).
FSTRANIERI: do you have any results with this deck? are you running Konda?
4 Karplusan Forest
4 Stomping Ground
4 Pendelhaven
3 Skarrg, the Rage Pits
3 Forest
4 Mountain
4 Kird Ape
4 Llanowar Elves
4 Radha, Heir to Keld
4 Silhana Ledgewalker
4 Burning-tree Shaman
4 Rumbling Slum
4 Firebolt
4 Volcanic Hammer
3 Moldervine Cloak
3 Umezawa's Jitte
Thinking about side, but sure Tin Street Hooligan must be in, for Jitte hate.
No sure about certain things. With all that mana with Llanowar elves and Radha, Heir to Keld, certainly a Disintegrate would be a good card, isn't?
I think there is no better carrier for Moldervine Cloak, or Elephant Guide, or any creature boost, than Silhana Ledgewalker. Don't you think it deserves the place of Scab-Clan Mauler
Maybe in this deck, Rumbling Slum has a place, but i also thought about Phantom Centaur. Do you agree?
Still have to create a sideboard for it.
What you think?
+2 Plains
+4 Devoted Retainer
+3 Call to Glory
-4 Konda's Hatamoto
-4 Indomitable Will
-1 Oathkeeper, Takeno's Daisho
and there is no Konda, since his bushido 5, vigilance for a 3/3 creature is useless since nobody is gonna block him, and let him give his 3 damage, even more if the other guy have a big creature, he'll just wait your attack and strike after. Konda, Lord of Eiganjo becomes a blocker, an expensive blocker.
Hope it helps you.
So if you can remember, and help me find the best choices for the deck in block, i'll be glad, i really want to abuse the en-kor ability.
Here it go:
23 Plains
Creatures
4 Nomads en-Kor
4 Warrior en-Kor
3 Shaman en-Kor
2 Spirit en-Kor
4 Soltari Champion
4 Knight of Dawn
4 Kor Chant
4 Flickering Ward
4 Smite
4 Gerrard's Battle Cry
4 Soltari Visionary
4 Empyrial Armor
4 Pacifism
3 Disenchant
Which one is better, Shackles(return to hand) or Pacifism(assure you that creature will not block or defend)? Must i board it in? In the place of what, Kor Chant?
Is mana base ok?
Well that's the start, now its up to you to help me.
1) Can i counter a suspended card when it resolves?
2) Can i cast a split second spell, over a split second spell?
What's the best deck to start off in champs?