View Full Version : Near Death Experience
xTrainx
04-03-2010, 10:12 AM
Before I begin:
Near Death Experience WWW2
Enchantment
At the beginning of your upkeep, if you have exactly one life, you win the game.
4 Plunge Into Darkness
4 Blood Celebrant
4 Academy Rector
3 Cabal Therapy
3 Diabolic Intent
3 Near Death Experience
3 Trinket Mage
1 Engineered Explosives
2 Sensei's Divining Top
3 Counterbalance
3 Spell Pierce
4 Daze
4 Brainstorm
4 Flooded Strand
4 Polluted Delta
2 Scrubland
4 Tundra
4 Underground Sea
1 Island
1 Swamp
1 Plains
Cards are just thrown down for now, completely untested.
Card choices:
Plunge into Darkness -> Pay 'X' life, and then search for protection. Sick.
Academy Rector -> Can sac it to Plunge to search Near Death. Can also chump a Goyf.
Trinket Mage/CounterTop Package -> More protection. We like EE because we have no other real removal.
Blood Celebrant -> Loop a black mana through it to get to whatever life you want to be at(1). Can also flip black mana to white to play Near Death Experience.
Second Chance -> Can give you a turn if you are in the red zone, also can give you a turn to play Near Death and win off of it(i.e you have Second Chance down, use Blood Celebrant to drop below the threshold, play Near Death that turn and win in your extra) Weakest card in the deck, IMO.
Conficker
04-03-2010, 10:44 AM
Cabal Therapy as a sac outlet automatically comes to mind when trying to break Academy Rector and :b: is available. Throwing in Counterspell, Negate, or Thwart as protection will be more effective after Plunging down to 1 life where Force of Will can make it a sure death experience otherwise.
xTrainx
04-03-2010, 10:52 AM
Ooh that's right...FoW would kill me.
Cabal Therapy works as protection too. I think I'll run Spell Pierce in the Force slot though...
Deck edited.
Poron
04-03-2010, 11:49 AM
Worship can really help you
Vacrix
04-03-2010, 12:33 PM
Righteous Aura is hilarious at getting your to just the right life total, while also protecting you from getting completely annihilated. Taking 1 instead of 3 from Nacatl is awesome. It gets better as the creatures get bigger.
I figured that Angel's Grace would be necessary in a deck running NDE. Why wasn't it included?
Kangaxx
04-03-2010, 01:01 PM
Needs more Moat. Getting killed by a Dark Confidant at 1 life is a horrible way to lose. Bad example for a creature btw.
Conficker
04-03-2010, 05:32 PM
Since you run 11 creatures, here's another great find > Diabolic Intent (http://deckbox.org/mtg/Diabolic%20Intent). (tech taken from Mono-black storm :laugh:)
xTrainx
04-03-2010, 08:31 PM
Diabolic Intent sounds good. Working it in. Original post edited.
Yo-hann
04-04-2010, 04:11 PM
Dark ritual and necropotence is a must include i think :P..
Gocho
04-04-2010, 06:01 PM
Necropotence is banned from legacy and Near Death Experience needs WWW2, I can't see any of them in the deck.
I'll go with the Worship + Wall of Denial combo, and perhaps a bunch of Angel's Grace to survive until you get all your cards in the table.
Spell Snare or Path to Exile would be necessary to beat Qasali Pridemage that crushes you.
kicks_422
04-04-2010, 06:21 PM
You can also have Wall of Shards.
Cabal_chan
04-04-2010, 08:06 PM
Spell Snare or Path to Exile would be necessary to beat Qasali Pridemage that crushes you.
You could also stick Pithing Needle side to take care of Pridemage, Engineered Explosives. That way, if you face someone that doesn't have enchantment removal but something else annoying (Mishra's Factory, Sensei's Diving Top), you can stop it.
sunshine
04-04-2010, 08:34 PM
Lim-Dul's Vault could be solid for you. Grabs sets up anything you might need, sets your life to 1, and is essentially a counter with CB down.
Kangaxx
04-04-2010, 08:37 PM
Moat > Worship + 1 creature in most cases. I don't see why you would run anything else over Moat.
Cabal_chan
04-05-2010, 08:34 AM
Moat > Worship + 1 creature in most cases. I don't see why you would run anything else over Moat.
Price maybe? Moat is rather steep. But yeah, there aren't many good alternatives. Ghostly Prison, Propaganda, Island Sanctuary, Collective Restraint.
UberNewHacks
04-05-2010, 09:07 AM
Wheres ritual?
Piceli89
04-05-2010, 09:24 AM
How do you win against a resolved Qasali pridemage?
Conficker
04-05-2010, 10:28 AM
Pre-board he has Trinket Mage to fetch for EE. I am not saying that the decklist above is already the agreed list.
Conficker
04-05-2010, 10:34 AM
Also, why would this deck need Moat or prison pieces when you deliberately want to reduce your life total. You are only giving your opponent time to foil your plans.
xTrainx
04-05-2010, 06:13 PM
A resolved Pridemage definitely makes the game a lot more complicated. The plan is to not let the Pridemage hit the field, but if it does I Trinket Mage for EE, play it, and then crack the ability before passing priority. Then I go through and do my Near Death shenanigans.
Benjammn
04-05-2010, 06:16 PM
How do you do this if your enchant is already out on the field? Your opponent has priority during the situation you described anyway (when you crack EE, when you play Trinket Mage or EE, etc.).
As with all enchant-based combos, what is your plan vs. Krosan Grip?
xTrainx
04-05-2010, 06:44 PM
Currently the only thing that the deck can do against Grip is hope to blindflip Counterbalance into it.
Not really sure how else I could beat it, ideas would be great.
I've been trying not to drop the enchantment until I'm positive that I can get it off the next turn(meaning that either I'm Rectoring it out uncounterably, or playing it with enough protection). However, them playing the Pridemage on their turn draws an interesting argument, meaning that - if I think that they boarded in Pridemage, I would have to sit with more protection in my hand, which could be hard, given that the only ones that can target creatures are Daze.
Mystical_Jackass
04-05-2010, 08:59 PM
Currently the only thing that the deck can do against Grip is hope to blindflip Counterbalance into it.
Not really sure how else I could beat it, ideas would be great.
I've been trying not to drop the enchantment until I'm positive that I can get it off the next turn(meaning that either I'm Rectoring it out uncounterably, or playing it with enough protection). However, them playing the Pridemage on their turn draws an interesting argument, meaning that - if I think that they boarded in Pridemage, I would have to sit with more protection in my hand, which could be hard, given that the only ones that can target creatures are Daze.
I duno, I always just counter kgrip ;P
Not really sure how else I could beat it, ideas would be great
Drop dystopia game2 Make them deal with that.. or lose. In leman's terms, force them to have to deal with something equally threatening then attempt to combo out. Otherwise keep your pen with you, abuse cabal therapy
Kangaxx
04-05-2010, 10:26 PM
Ooh that's right...FoW would kill me.
Cabal Therapy works as protection too. I think I'll run Spell Pierce in the Force slot though...
Deck edited.
Or you could just get down to 2 life and hope your opponent plays something. FoW isn't as horrible as you might actually think. It's actually probably the smartest choice.
Qasali/Krosan are the thing to break this while you try to play NDE control.
I've been making a list of my own and found out that WB is much more solid and offers better defenses, as you can trick the opponent giving it false sensation of victory.
You can make use Righteous Aura (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=19555) and Worship (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=83338) along with NDE. The opponent will have to choose between breaking NDE or break your defenses. If you have Mischievous Poltergeist (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=15398), you're able to control upcoming damage from creatures AND conclude the game if you're careful. Angel's Grace (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=110504) is awesome and may get you victory right when the opponent thought your Worship was the only source for the job.
If the opponent chooses to destroy NDE, then at least you know you're having some turns (as Worship remains on the battlefield) to draw NDE or another Academy Rector and "Plunge (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=72681)" it (or simply kill youself blocking). You can also plunge to find other NDE, or even use Enlightened Tutor (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=15355)/Diabolic Intent for the job.
Another good way to avoid those possible counters is using discard cards like Cabal Therapy, Thoughseize or Duress.
Having all of these on a counter top deck based will be tough, thou.
kicks_422
04-06-2010, 01:50 AM
Death's Shadow could be an interesting back-up plan.
Vacrix
04-06-2010, 01:52 AM
Wait.. I don't understand the talk behind Ghostly Prison, Moat, etc. You want your opponent to hit you and get your life total down. Thats why this deck could even remotely viable. You'll definitely need countermagic to protect yourself from burn, and you'll have all day to assemble it against control.
Wait.. I don't understand the talk behind Ghostly Prison, Moat, etc. You want your opponent to hit you and get your life total down. Thats why this deck could even remotely viable. You'll definitely need countermagic to protect yourself from burn, and you'll have all day to assemble it against control.
The intent is not winning by the hands of the opponent, but holding the game until you can do that on your own. That's the trick behind Plunge into Darkness and Blood Celebrant. But Worship is much better than Moat and similars if you are using Death's Shadow (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=198372) or Avatar of Hope (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=46617) as back-up plan.
edit:
@xtrainx
before I forget, Diabolic Intent is completely broken if your deck counts with low amount of creatures. Maybe this can be quite risky.
(nameless one)
04-06-2010, 08:57 AM
Would Humility help against anything that runs Qasali Pridemages?
Skeggi
04-06-2010, 09:10 AM
The best way to get Near Death Experience into play seems to be via Rector. Because of this only 1 Near Death Experience is probably enough. You're not planning on actually casting it, are you?
The best way to get Near Death Experience into play seems to be via Rector. Because of this only 1 Near Death Experience is probably enough. You're not planning on actually casting it, are you?
So the enemy succeed at countering it, or you'r just unlucky and draw it in your hand. You just lost the game if anything happens to it.
I suggest having at least 2 as back-up plan.
Skeggi
04-06-2010, 10:11 AM
So the enemy succeed at countering it
4 Academy Rectors makes it hard to counter.
or you'r just unlucky and draw it in your hand.
Brainstorm.
So if you have 3 you have an even bigger chance of drawing it. That sucks: you don't want to draw this card. It's also not exactly the best with Counterbalance. Instead of 2 Near Deaths you could run 2x Jace 2.0. He can also lay back a drawn Near Death and adds an extra control factor. It's just an idea, but I'm pretty sure it's better to run 1x Near Death and 2x Jace 2.0 over 3x Near Death.
I suggest something like this:
4 Plunge Into Darkness
4 Academy Rector
2 Cabal Therapy
1 Near Death Experience
3 Sensei's Divining Top
4 Counterbalance
4 Swords to Plowshares
2 Path to Exile
3 Spell Pierce
4 Daze
4 Force of Will
4 Brainstorm
2 Jace, the Mind-Sculptor
4 Flooded Strand
4 Polluted Delta
2 Scrubland
4 Tundra
4 Underground Sea
1 Island
1 Swamp
1 Plains
It's very 'in danger of cool things'.
sauce
04-06-2010, 10:20 AM
You can play Greater auramancy for protection in the sb or splash green for Sterling grove - also lets you tutor for the other enchantment.
RE: ideas
Ali from Cairo or the new thief one from somewhere in Time Spiral block. I think it is better.
Isn't there a Hanna's Custody for enchantments?
Meddling Mage
IMO, the cards designed to artificially move your life total toward 1 are a bad idea unless they actually do something else useful.
Cool idea.
RE: ideas
Isn't there a Hanna's Custody for enchantments?
Meddling Mage
IMO, the cards designed to artificially move your life total toward 1 are a bad idea unless they actually do something else useful.
Cool idea.
Sterling Grove
But you need green or waste a Rector to put it on play.
Meddling Mage is cool.
And Plunge into Darkness is also useful as a card search. The problem in this deck is, as it does'nt have worship or anything to hold your life, this cannot be abused.
Vacrix
04-06-2010, 01:45 PM
The intent is not winning by the hands of the opponent, but holding the game until you can do that on your own. That's the trick behind Plunge into Darkness and Blood Celebrant. But Worship is much better than Moat and similars if you are using Death's Shadow or Avatar of Hope as back-up plan.
With a moderate amount of disruption and cantrips, you should be able to get out NDE by turn 5, likely via Enlightened Tutor.
IMO, the cards designed to artificially move your life total toward 1 are a bad idea unless they actually do something else useful.
Exactly. Plunge is really bad. You'd be better suited by just playing control, letting your life total get low, resolve NDE, and then protect yourself during your upkeep. I think thats the best plan. It makes no sense to play something like Moat on turn 4, when you can play NDE on the next turn. Moat is then just a 2 turn fog. Tangle does the same thing for 1G. Why play a $120 card for 2WW when you can play the same thing for 1G? It suits the same purpose, protecting you for a few turns.
deadlock
04-06-2010, 02:06 PM
This reminds me alot of the attempts to make Barren Glory work. Academy Rector and Kaervek's Spite are a at least decent two card combo. So instead it might be better to try to break this one instead (if you want to go the Rector Route). You could also run both, use Near Death in cases where life doesnt matter and Glory if it does? Just some random thoughts.
kurterickson
04-06-2010, 11:02 PM
Why not have Hive Mind along with the Pacts (Pact of Negation, Intervention Pact, Slaughter Pact) as an alt win con? The hive mind is searchable with the Rector and the Pacts could help a bit too.
Kangaxx
04-07-2010, 04:39 AM
RE: ideas
Ali from Cairo or the new thief one from somewhere in Time Spiral block. I think it is better.
Isn't there a Hanna's Custody for enchantments?
Meddling Mage
IMO, the cards designed to artificially move your life total toward 1 are a bad idea unless they actually do something else useful.
Cool idea.
Ali From Cairo seems brilliant. Care to share a sample list, Finn?
Conficker
04-07-2010, 10:06 AM
Ali from Cairo is $40 a pop and expensive to cast. Fortune Thief is cheaper and can be morphed at instant speed.
I'll share my untested list, but a lot studied so far. It's goes off the counter top base, to a BW structure (maybe i'll start a new thread for this):
2 Near-Death Experience
3 Enlightened Tutor
2 Diabolic Intent
3 Cabal Therapy
3 Duress
4 Angel's Grace
3 Plunge into Darkness
1 Worship
1 Righteous Aura
1 Greater Auramancy
3 Mischievous Poltergeist
4 Loxodon Peacekeeper
4 Academy Rector
4 Wall of Shards
4 Marsh Flats
2 Godless Shrine
4 Caves of Koilos
7 Plains
5 Swamp
Idea for Side
2 Pithing Needle
1 Blinding Powder
1 Engineered Explosives
2 Swords to Plowshares
3 Vendetta
3 Imp's Mischief
3 True Believer
Basically hold the game with big and cheap defenders, remove counters with cabal therapy and duress, then get NDE down by sacrificing rector with plunge, diabolic intent, cabal therapy or even vendetta on the side. Plunge, angel's grace and mischievous poltergeist take care of getting to the winning condition.
Gocho
04-07-2010, 01:37 PM
I was going to say that you must play Scrubland, but then I remeber that you want to reach 1 single life point :D
Lim-Dûl's Vault, would be almost the perfect tutor for this deck. You can cast it to find any card you need and after you play NDE, you can cast it to put your life at 1. But is UB and doesn't draw you the card :(
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