It's pretty much just going for Raw Power. The vampires were chosen cuz they are IMO the best discard outlets (although I'm pondering on Olivia's Dragoons). It hits very hard on a good curve.
I've been testing this shell for moderate success on Cockatrice, but wanted to see how to improve it. It's a pretty aggressive deck for most games. The main thing is to abuse Prized Amalgam by dropping either a Heir of Falkenrath or a Stromkirk Condemned, discard a reviver Zombie (such as the Stitchwings), then at the end of main phase, discard Prized Amalgam to the zombies to trigger it (even better with multiple Prized Amalgams) and just go to town. Elder Deep-Fiend is crazy good here as often the zombies help him come out for 3-2 mana. Once I reach 4 lands, I often leave the rest of the top decked lands as discard fodder, making manaflooding a tolerable thing. Just looking for some suggestion or comments. Thank you.
I set it so that alliances break as soon as all the players in the game are allies, so this will not happen. Although Hungerstriker does have a point, although I'd gander that if someone is particularly threatening, that the other players would band against him, as it the case in most games. Painting a huge target on yourself early on is bad, even more so with this particular ability.
Well, they'd be considered teammates, no longer opponents until the end and they adhere to the special rules concerning being in a team, which was what I wanted to brainstorm here. The idea came from the new Surge cards and from Age of Empires, where you can ally yourself with your opponent by sending them tributes. But I'm curious as to how exactly will this be exploited. I have not tested the rule, but I do think it'd be fun to try out.
So, I've been thinking of adding something like this to an EDH game:
Anytime you could play an instant, you choose an opponent and offer a tribute of X cards, Y life and Z lands. The chosen opponent can then agree to become a teammate. If he or she does, you must pay the following cost: Discard X cards, pay Y amount of life and give control of Z number of lands to that player and untap those lands. Then that player draws X cards and gains Y life. At any moment, the player that offered the tribute can become an opponent again, but the player given the tribute must remain as a teammate until either their teammate chooses to become an opponent, they lose the game or they are the last remaining players in the game. At least one value of X, Y or Z must be 1 or greater.
Players can't attack their teammates or planeswalkers they control. Prevent all damage dealt to teammates, planeswalkers and creatures they control from a source a teammate controls.
So yeah, that's basically it. I might add a few more things to being a teammate such as shared turns and whatnot, but I'd like some feedback first.
Thanks for the response. I wanted to fit in the Restos, but I was unsure what to take out. I might be thinking of taking out the counterspells, since they are only 4 and on the mid game might be a bit useless to top deck. As for the collectors, a ratio change to 3 scullers and 2 collectors might work, since this deck tries to be a bit more aggressive. -4 Mana Leak, +2 Restos, -1 Sculler +2 Collectors, I still need to take out 2 more cards to fit in the 3 additional lands. (Although I might go down to 22, depends on how testing goes.) Perhaps drop Snap to 2, and MM to 3.
So the main point of the deck is just to simply control the options your opponent has early in the game, while killing him with beats from fliers and bears. By using the Vial, you can react instantly with your creatures and avoid counters. Suggestions are appreciated.
I wanted to make a deck featuring Angelic Accord. I haven't tested it out yet, but this seems like the route I want to go. Changes and Suggestions are appreciated.
Is it posible to play a dorkless build using keyrunes and play 4 Terminus? that way we can actually reach the end game in better shape. If we splash red, we can play Dreadbore and rakdos keyrune, but I'd prefer to keep in the junk colors. Although I really do like the build Undercooled posted up there. The board has been working well, although I'm still not sold on Abrupt Decay. It's nifty and great in the Jund Matchup, but that's about it. Haven't tested vs UW flash yet though.
Quoting from my previous post: There are a couple of things I notice right of the bat.
-You run almost no removal. As you opted for.
-The Cloudshift feels like a cute (5th) Restoration Angel.
-Grisly is a playable card but are 3 flashback cards enough to warrant it's inclusion?
-Troll doesn't seem right here, as you don't gain a lot by discarding creatures.
-Aren't 4 of either dorks better? Just for sheer consistency? Or are you afraid of Detention Sphere/Sever the Bloodline?
All in all I get mixed feelings about this deck. What is the general gameplan? I'm getting the idea this is midrange, but also tries to be reanimator. While playing both roles is possible I don't think it's the strongest choice here. A little more focus on some card choices could make a real difference in the flow of the deck.
How has the manabase been treating you? I feel you're playing it quite risky on the white, as you need WWW to play angel, and dorks are not that reliable.
As you kindly ask for comments:
Drop: 1 Cloudshift, 2 Lotleth Troll, 1 Centaur Healer
Add: 1 Unburial Rites, 1 Sever the Bloodline, 2 Borderland Ranger
This gives more synergy with Restoration Angel and Grisly Salvage, allowing for more explosive games and better midrange durability. Less cutesy, more consistency.
About the SB, it looks like a good direction. Just a tad... too inconsistent.
What match-ups need work? I think that hyper aggro, reanimator and UW control can use some work.
-You want more cheap removal and some additional lifegain. Adding 2 Healers looks good. As do Some Abrupt Decay and Ultimate Price.
-Purify and Deathrite work good here, O-ring gets Abrupt Decay'd so getting to 3-4 Sever the Bloodline is more reliable. Appetite is a solid choice, a third for consistency.
-The same cards to battle flashback. A single Ray to go with Decay to get rid of rings and such, also flashback. I get the feeling you picked Purify and Ray because of that, right?
A good amount of the card work well with Grisly Salvage (and Deathrite Shaman). They can also be used in more than 1 match-up, making it a flexible sideboard. It's just a little more focused and less "random"then your posted SB.
I do see your point in the cutesyness of the deck. I will test the changes and see how that goes. Thanks. Seeing the success of Underworld Connections , shouldn't we try to fit that on the MB? I suppose in my build it would take the place of Grisly Salvage and make the deck less Frites-ish.
4 Asylum Visitor
3 Cryptbreaker
2 Elder Deep-Fiend
1 Ghoulsteed
4 Heir of Falkenrath
2 Haunted Dead
4 Prized Amalgam
4 Stitchwing Skaab
4 Stromkirk Condemned
3 Grasp of Darkness
2 Murder
1 Ultimate Price
4 Sunken Hollow
2 Submerged Boneyard
2 Island
11 Swamp
2 Tainted Remedy
1 Dispel
2 Negate
2 Turn Aside
1 Grasp of Darkness
2 Biting Rain
1 Infinite Obliteration
2 Ruinous Path
I've been testing this shell for moderate success on Cockatrice, but wanted to see how to improve it. It's a pretty aggressive deck for most games. The main thing is to abuse Prized Amalgam by dropping either a Heir of Falkenrath or a Stromkirk Condemned, discard a reviver Zombie (such as the Stitchwings), then at the end of main phase, discard Prized Amalgam to the zombies to trigger it (even better with multiple Prized Amalgams) and just go to town. Elder Deep-Fiend is crazy good here as often the zombies help him come out for 3-2 mana. Once I reach 4 lands, I often leave the rest of the top decked lands as discard fodder, making manaflooding a tolerable thing. Just looking for some suggestion or comments. Thank you.
Anytime you could play an instant, you choose an opponent and offer a tribute of X cards, Y life and Z lands. The chosen opponent can then agree to become a teammate. If he or she does, you must pay the following cost: Discard X cards, pay Y amount of life and give control of Z number of lands to that player and untap those lands. Then that player draws X cards and gains Y life. At any moment, the player that offered the tribute can become an opponent again, but the player given the tribute must remain as a teammate until either their teammate chooses to become an opponent, they lose the game or they are the last remaining players in the game. At least one value of X, Y or Z must be 1 or greater.
Players can't attack their teammates or planeswalkers they control. Prevent all damage dealt to teammates, planeswalkers and creatures they control from a source a teammate controls.
So yeah, that's basically it. I might add a few more things to being a teammate such as shared turns and whatnot, but I'd like some feedback first.
4 Meddling Mage
3 Snapcaster Mage
4 Tidehollow Sculler
2 Vendilion Clique
4 Flickerwisp
4 Aether Vial
Sorcery (8)
4 Thoughtsieze
4 Gitaxian Probe
Instant (11)
4 Mana Leak
4 Path to Exile
3 Far//Away
3 Hallowed Fountain
4 Watery Grave
4 Marsh Flats
1 Island
4 Darkslick Shores
4 Seachrome Coast
4 Gyre Sage
4 Elvish Mystic
3 Archangel of Thune
Sorcery
4 Farseek
4 Azorious Charm
4 Sphinx's Revelation
Enchantment
4 Angelic Accord
Artifact
3 Trading Post
1 Bubbling Cauldron
4 Temple Garden
4 Breeding Pool
4 Hallowed Fountain
4 Sunpetal Grove
4 Hinterland Harbor
3 Glacial Fortress
2 Forest
Give her haste, when she dies, soulbond with the token for hasty reviver.
I do see your point in the cutesyness of the deck. I will test the changes and see how that goes. Thanks. Seeing the success of Underworld Connections , shouldn't we try to fit that on the MB? I suppose in my build it would take the place of Grisly Salvage and make the deck less Frites-ish.