The Milkman
02-06-2010, 07:32 PM
At least, I think that's how I should classify it.
// Lands
4 [EUL] Swamp (3)
2 [ZEN] Verdant Catacombs
2 [ZEN] Arid Mesa
4 [B] Plains (2)
4 [REW] Wasteland
4 [ZEN] Marsh Flats
4 [B] Scrubland
// Creatures
4 [ZEN] Bloodghast
4 [ON] Exalted Angel
4 [FNM] Mother of Runes
1 [JU] Valor
1 [JU] Glory
4 [ZEN] Gatekeeper of Malakir
// Spells
4 [MOR] Bitterblossom
4 [U] Swords to Plowshares
4 [MM] Vendetta
4 [OD] Entomb
2 [ON] Oversold Cemetery
The Core:
Entomb: Pitch a Glory or a Valor turn one to set up for easy beats or blocks later game.
Glory: Mass protection for a small cost. Easy to get where it's supposed to go. Important piece of the core.
Valor: Makes the best blocks ever. Having first strike on each creature is good when you can't afford the mana for Glory.
Mother of Runes: Mommy. T2 protection, can be an excellent chump blocker.
The Beaters:
Bloodghast: Entomb one of these for free 2 damage swings. Great with Glory and Mother.
Bitterblossom: 1/1 Flying, First Strike free each turn. I'd say so.
Exalted Angel: One of the harder choices in the deck. I found that in playing this deck, I need to set up a strong front early or the deck falls through. What better way to do that than with a turn 4 4/5 Flying, First Strike, Lifelink?
The Removal:
StP/Vendetta: 8 chunks of removal each at one mana. Works like a charm.
Gatekeeper of Malakir: 2/2 First Striker when I need him to be, and can work towards removal as much as possible.
The Free Space:
Oversold Cemetary: I thought this would make an interesting interaction by making a sort of reverse toolbox with Entomb. But it doesn't need to stay.
The deck is working pretty well. Setting up a front is a key priority before doing anything else, and it could use some help doing that? I don't know. I'll let you decide.
// Lands
4 [EUL] Swamp (3)
2 [ZEN] Verdant Catacombs
2 [ZEN] Arid Mesa
4 [B] Plains (2)
4 [REW] Wasteland
4 [ZEN] Marsh Flats
4 [B] Scrubland
// Creatures
4 [ZEN] Bloodghast
4 [ON] Exalted Angel
4 [FNM] Mother of Runes
1 [JU] Valor
1 [JU] Glory
4 [ZEN] Gatekeeper of Malakir
// Spells
4 [MOR] Bitterblossom
4 [U] Swords to Plowshares
4 [MM] Vendetta
4 [OD] Entomb
2 [ON] Oversold Cemetery
The Core:
Entomb: Pitch a Glory or a Valor turn one to set up for easy beats or blocks later game.
Glory: Mass protection for a small cost. Easy to get where it's supposed to go. Important piece of the core.
Valor: Makes the best blocks ever. Having first strike on each creature is good when you can't afford the mana for Glory.
Mother of Runes: Mommy. T2 protection, can be an excellent chump blocker.
The Beaters:
Bloodghast: Entomb one of these for free 2 damage swings. Great with Glory and Mother.
Bitterblossom: 1/1 Flying, First Strike free each turn. I'd say so.
Exalted Angel: One of the harder choices in the deck. I found that in playing this deck, I need to set up a strong front early or the deck falls through. What better way to do that than with a turn 4 4/5 Flying, First Strike, Lifelink?
The Removal:
StP/Vendetta: 8 chunks of removal each at one mana. Works like a charm.
Gatekeeper of Malakir: 2/2 First Striker when I need him to be, and can work towards removal as much as possible.
The Free Space:
Oversold Cemetary: I thought this would make an interesting interaction by making a sort of reverse toolbox with Entomb. But it doesn't need to stay.
The deck is working pretty well. Setting up a front is a key priority before doing anything else, and it could use some help doing that? I don't know. I'll let you decide.