I've been playing around with cards that return something to my hand so I can reuse big creatures with comes into play abilities like: Oni of Wild Places & Eiganjo Free-Riders, more the first than the last. I've also had limited success with Blood Clock & Umbilicus, my opponents would be able to take advantage of bouncing their own creatures and repeating the comes into play ability.
I saw another person with evoke creatures which seems like a smart way to go. You still cast the creature for a lower amount of mana, but its still casting a 5+ creature, you get a sorcery speed effect and you get more experience. The relevant ones are: Ingot Chewer, Glarewielder, Spitebellows & Faultgrinder.
Either a Warp PerspectiveR
Enchantment
or Inversion Bauble1
Artifact
If you would draw a card from the top of your deck draw it from the bottom instead.
I'm not sure if it could be broken or not, I doubt it, but its something that probably should exist by now.
To go with Crypt Rats how about Lashknife Barrier. If you use the black mana one swamp at time the rats live and it becomes a one-sided wrath effect. It also replaces itself with its cantrip. I'll also admit that its use would be a little too narrow to make the final cut.
I know there are a lot of at the beginning of my upkeep gain life cards like Ajani's Mantra they seem a little too low impact for my taste. I'm aiming for more drain-and-gain type cards. though I will accept any counter-arguments.
I'm very gun-shy about comes into play lands that gain life but don't produce coloured mana. Again, let me know if I'm wrong.
There's also a pillowfort package in here to help avoid getting out right killed. If I can gain enough life it might be removed.
I haven't read through all the pages but...anyone mention that the name of the set sounds a lot like the H.P. Lovecraft story Shadows over Innsmouth? Maybe what were going to see is a plane with an Eldrazi infestation and there isn't a plan to deal with it like the hedron network? Or maybe there is in a rebuilt Helvault? Or maybe it'll be something completely different.
I see Scour from Existance being a card fill a "removal gap" in certain colours. I'm thinking mono black and mono red. They lack a way of removing enchantment and in blacks case artifact removal. A high casting cost is just the the price of admission.
As someone who watches rather than plays will legacy burn takes out 4 Lava Spike and puts in 4 Black Vise?
It seems to me it will do more than 3 damage over the time its in play.
I'm also willing to admit the later in the game it gets the worse it will be.
I mentioned decent evokers in an earlier post as cheap creatures that can feed Kalemne, Disciple of Iroasand I's also like to add Razor Golem and Oxidda Golem to that list.
Warp Perspective R
Enchantment
or
Inversion Bauble1
Artifact
If you would draw a card from the top of your deck draw it from the bottom instead.
I'm not sure if it could be broken or not, I doubt it, but its something that probably should exist by now.
If you're looking for more evasion I'd add Shizo, Death's Storehouse.
It seems like a decent substitute for Cradle of Vitality. If you can't find one you could do worse.
slaps forehead of course. It's going in!
Clerics have always been my tribe!Oh he's a spirit advisor...awkwardNow I have another great looking ghost to go beside my Geist of Saint Traft deck.
This is a first pass I'd really appreciate any suggestions!
2 Karlov of the Ghost Council
Creatures:
1 Serra Ascendant
1 Soldier of the Pantheon
1 Soul Warden
1 Soul's Attendant
2 Auriok Champion
2 Blood Artist
2 Dark Confidant
3 Drana's Emissary
3 Vampire Nighthawk
3 Vizkopa Guildmage
4 Falkenrath Noble
4 Ghost Council of Orzhova
5 Archangel of Thune
5 Blood Baron of Vizkopa
5 Divinity of Pride
5 Obzedat, Ghost Council
5 Shattered Angel
5 Sunscorch Regent
6 Felidar Sovereign
6 Patron of the Kitsune
6 Pontiff of Blight
6 Purity
6 Sun Titan
8 Pestilence Demon
Artifacts:
0 Zuran Orb
1 Ivory Tower
1 Sol Ring
2 Orzhov Signet
2 Sun Droplet
3 Pristine Talsiman
3 Loxodon Warhammer
3 Whispersilk Cloak
4 Well of Lost Dreams
5 Alhammarret's Archive
5 Venser's Journal
2 Blind Obedience
3 Ghostly Prison
3 Phyrexian Arena
3 Righteous War
3 Necropotence
4 Cradle of Vitality
4 Test of Endurance
4 Whip of Erebos
5 Exquisite Blood
5 Palace Siege
5 Righteous Cause
5 Sanguine Bond
5 Sphere of Safety
5 Subversion
6 True Conviction
Planeswalkers:
4 Ajani Goldmane
4 Sorin, Lord of Innistrad
5 Ob Nixilis of the Black Oath
Instants:
1 Path to Exile
1 Swords to Plowshares
3 Mortify
3 Unmake
4 Utter End
Sorceries:
2 Night's Whisper
2 Exsanguinate
3 Survival Cache
3 Vindicate
4 Debt to the Deathless
Land:
7 Plains
7 Swamp
0 Bojuka Bog
0 Boseiju, Who Shelters All
0 Cabal Coffers
0 Cavern of Souls
0 Caves of Koilos
0 Command Tower
0 Fetid Heath
0 Isolated Chapel
0 Kabria Crossroads
0 Godless Shrine
0 Marsh Flats
0 Mistveil Plains
0 Orzhov Basilica
0 Rogue's Passage
0 Scoured Barrens
0 Scrubland
0 Shambling Vent
0 Shizo, Death's Storehouse
0 Temple of Silence
0 Urborg, Tomb of Yawgmoth
0 Vault of the Archangel
Changes:
Rhox Faithmender out Nyx-Fleece Ram in - I've discovered Karlov of the Ghost Council is not about gaining a lot of life but having a lot of life gain triggers.
Hatred out Soldier of the Pantheon in.
Sign in Blood out Survival Cache in. I gain life and draw cards!
Orzhov Keyrune out Sun Droplet in. The keyrune is to fragile when activated and Sun Droplet is way more triggers!
Polluted Bonds out Shattered Angel in. Polluted Bonds made the game less fun, enough to get hated off the table.
Agent of Masks out Orzhov Keyrune in. I have a glut a five drop and the other five drops are better. I also need to smooth out/accelerate my mana.
Notable Exclusions:
2 Ajani's Mantra
2 Ajani's Pridemate
2 Peacekeeper
2 Zulaport Cutthroat
3 Crypt Rats
3 Orzhov Keyrune
4 Pestilence
4 Sangromancer
5 Shattered Angel
5 Thrashing Wumpus
8 Celestial Force
I know there are a lot of at the beginning of my upkeep gain life cards like Ajani's Mantra they seem a little too low impact for my taste. I'm aiming for more drain-and-gain type cards. though I will accept any counter-arguments.
I'm very gun-shy about comes into play lands that gain life but don't produce coloured mana. Again, let me know if I'm wrong.
There's also a pillowfort package in here to help avoid getting out right killed. If I can gain enough life it might be removed.
The deck also needs another 3-4 lands.
Is there room for Athreos, God of Passage or would that just be win more?
It seems to me it will do more than 3 damage over the time its in play.
I'm also willing to admit the later in the game it gets the worse it will be.