Hey folks,
So first off, I know this is bad, but the brewing bug, this would finally give me the excuse/reason I've needed to invest $200 into a playset of Bitterblossom's that I should've bought back in 2014 when they were $20 a pop.
The deck is a pile, and it only really works with the Citadel is in play. Situation is very glass cannon without the speed of Belcher. I've resorted to playing some bad cards, hoping against hope. Turn 5 seems to be the, I win turn, but lasting that long unmolested is unlikely. The first spin of this was Cheerios based, and it was lackluster. So I opted for this attempting to add discard.
3 Bolas's Citadel
4 Veteran Explorer
3 Mirri's Guile
4 Bitterblossom
4 Dark Ritual
4 Culling the Weak
4 Cabal Ritual
1 Bayou
2 Swamp
2 Forest
3 Overgrown Tomb
4 Tendrils of Agony
3 Ancestral Vision
4 Land Grant
3 Duress
4 Cabal Therapy
3 Inquisition of Kozilek
3 Sadistic Sacrament
3 Beacon of Creation
Sadistic Sacrament can be cut, I just found it cute and disruptive, with so many dark rits and etc., could be kicked reasonably, a don't-lose-con. The Overgrown Tombs are a budget concession, not buying Bayous (too many watches to obtain.) Tendrils is the best life-gain and actual win-con in the deck to play off of Citadel's engine. Beacon and Blossom are token generators to fuel the Citadel, and chump blockers to survive. Mirri's Guile should be SDT, but too many people were butt hurt and one can't solve Miracles adequately otherwise.
Just a jumping off point if there are any other mad scientist out there. I want to make this in paper, right now just gold fishing on cockatrice.
Cheers
I haven't started fidgeting with it but also thought a brief moment about the veteran + culling the weak synergy in a citadel list. You may be able to find good ideas in this thread:
http://www.mtgthesource.com/forums/s...lorer-Doomsday
I'd run a doomsday since you can steal a game if that's on top. I'd also consider xantid swarm since it can keep you safe from interaction and works with culling. (culling on top of deck means combo turn over if you have no guys on board)
-rob
Swapping doomsday for sad.sac. is easy. But will there be a five card win with the rest of the deck? I know doomsday exisit, but have no clue how to make it hyper effective. Would love to include it in the deck though for flavor, and winning.
There's usually a token on in play to use a culling the weak, it can bottle neck, but not often.
Isn't Dark Petition a reasonable card with this deck because it adds back BBB? I know it costs 5 life with Citadel but you net a Demonic Tutor plus a Dark Ritual for 5 life.
Brainstorm Realist
I close my eyes and sink within myself, relive the gift of precious memories, in need of a fix called innocence. - Chuck Shuldiner
I think the list has 4 Tendrils right, put four of them on top and that should do, assuming you citadelled into the doomsday in the first place. Or, I think 4 tendrils after each other deal 20 by themselves actually.. I have no idea what an optimal build should look like though..
The only risk there is you need to be at 13 life or higher when you see Doomsday on top, otherwise it doesn't work.
Cast Doomsday (-3 -> 10 life).
Resolve Doomsday (lose half -> 5 life)
Cast Tendrils (-4 -> 1 life)
Resolve at least 2 Tendrils copies (gain 4 or more -> 5+ life)
Cast Tendrils #2...
If you're any lower than 13 you won't have enough life left to cast the first Tendrils.
That's not an insignificant requirement considering you have to pay life for other spells before you hit Doomsday. You could mitigate that by having a single cheap lifegain spell in the deck (e.g. 1 Children of Korlis), which you could stack on top of the Doomsday pile. That reduces the minimum life requirement from 13 to 7, allowing Doomsday to win you more games.
Cast Doomsday (-3 -> 4 life)
Resolve Doomsday (lose half -> 2 life)
Cast Children of Korlis (-1 -> 1 life)
Sacrifice Children (gain 6 or more -> 7+ life)
Cast Tendrils (-4...)
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