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kicks_422
07-12-2010, 09:23 PM
NECRO 2.0

“I draw 7, and keep. You start. I draw, and at the end of my turn, I draw 18 cards. Oh, you have a Daze? I FoW that. I’ll then Tendrils you for 20. And I’ll PoN that Stifle. GG.”

This is Necro 2.0.

I. History

So a short history of the deck first. It actually started as a post by Gocho in the Storm Boards. Basically, his question is “Would be possible a Storm deck that wins at instant speed like Solidarity but with a more consistent engine?” I was intrigued when he brought up Insidious Dreams, which could potentially set up Doomsday-like piles at instant speed.

However, it was Vacrix’s suggestion that put the wheels into motion (albeit slowly at first). He mentioned an obscure Exodus/7th Ed uncommon – Necrologia. Typically, a one-shot Necro that can only be played at the end step, meaning you’d have to discard down to 7 right after. It would have been too awesome without that restriction.

But what if we can get around that restriction?

Over at a similarly obscure thread in the N&D section of The Source entitled Legacy SX, Vacrix once again posted about Necrologia, while quoting the same post that Gochu made right here.

This was the first list Vacrix posted.

Quick Tendrils

Business:
4 Necrologia
4 Infernal Tutor
4 Mystical Tutor
3 Quicken
1 Tendrils of Agony
1 Ill-Gotten Gains
17

Accel:
4 Cabal Ritual
4 Dark Ritual
4 Culling the Weak
12

Starting mana:
4 Lion's Eye Diamond
4 Manamorphose
4 Summoner's Pact
4 Land Grant
4 Lotus Petal
4 Chrome Mox
3 Elvish Spirit Guide
1 Bayou
1 Dryad Arbor
1 Tropical Island
1 Vine Dryad

I tried it out, but I was a bit disappointed. Drawing 15+ off of Necrologia was great, but I felt the deck had too much non-instants to properly abuse the card. Sure I can float mana from LED before Necrologia, but the more I explored with the engine, I quickly realized it was the mana you can initiate AFTER resolving the Necrologia that was the biggest problem.

And right when I was just thinking about it, a member named Kangaxx said “I was just joking about the all instant approach. I'm pretty sure a build like that would prove to be too inconsistent.” So I went to work.

And thus, the first draft of Necro 2.0 was made.

OBSOLETE DECK LIST HERE – just so we know where it all started

// Lands
4 [WL] Gemstone Mine
4 [8E] City of Brass

// Creatures
4 [FUT] Street Wraith
4 [PLC] Simian Spirit Guide
4 [AL] Elvish Spirit Guide

// Spells
4 [SHM] Manamorphose
2 [SC] Tendrils of Agony
2 [GP] Quicken
4 [MM] Brainstorm
4 [EX] Necrologia
4 [TO] Cabal Ritual
4 [MM] Dark Ritual
4 [FUT] Pact of Negation
4 [AL] Force of Will
4 [AL] Lim-Dul's Vault
4 [MI] Mystical Tutor

II. Deck Introduction

Necro 2.0 aims to abuse Necrologia by drawing 15+ cards on your end step by using instants to generate storm, and then winning with the Quicken + Tendrils kill.

What does this deck have over the established archetypes of combo in Legacy? Well, for starters, it can play Force of Will. Without the discard effect of LED and the hurt that a revealed Force of Will would do to you when revealed with Ad Nauseam, this piece of counter magic is a welcome addition to the deck. Along with Pact of Negation, Necro 2.0 can fight through the counter magic that an opponent could have during the early turns.

Why play this over Dream Halls? Because this is much, much faster, and doesn’t die to Krosan Grip. Why play this over Belcher? Because this has counter magic for protection. Why play this over ANT/DDANT/NLS? Um… because it’s much cheaper to build? =p Oh, and jacking the opponent’s storm count with Quicken + Tendrils is always an awesome play.

As for the negative points about the deck – I won’t lie, there are some. A LOT actually, that I’ll be discussing as we go on. That’s why I’m posting here, so hopefully we can take it up a notch in competitiveness.

III. Card Choices

Gemstone Mine / City of Brass

This was a close call against 4 Polluted Delta and 4 Underground Sea. Up until now it’s probably unresolved, though I like having access to a 5 color sideboard for potentially running Xantid Swarm, Pyroblast, and such.

Dark Ritual

Never leave home without it.

Cabal Ritual

The deck easily gets to Threshold. However, the 1 colorless tacked on could lead to a lot of problems, since sometimes all that’s let to the deck would be 1 blue mana and 1 black mana – which is enough to cast Cabal Ritual into Tendrils of Agony, but not the Quicken to go with it.

Elvish Spirit Guide / Simian Spirit Guide

More instant mana enablers. Them not being able to generate storm isn’t an issue at all, since the deck can ramp up storm like crazy with the proper colors of mana. Which leads us to…

Manamorphose

If I could run 8 here, I would. Colored mana (especially blue) is very valuable to the deck. I seriously can’t stress this enough – the deck really needs its mana-fixing.

Brainstorm / Street Wraith

Cantrips to cycle into a Tutor’d piece. Brainstorm uses valuable blue mana, but is a very useful set-up spell on Turn 1. Street Wraith is anti-synergistic with Necrologia, but the manaless cycling cost is crucial. You can Tutor for a piece and then cycle into it, old-school Fetchland Tendrils style. It would be replaced in later incarnations though.

Lim-Dul’s Vault / Gamble

Necrologia needs to be in hand. The deck can’t win in any way without it. With the banning of Mystical Tutor, this deck took a huge hit because that was the only reliable tutor that the deck had. Lim-Dul’s Vault has the same anti-synergy with Necrologia as Street Wraith. It too would be cut in later incarnations. Gamble was then introduced into the deck, primarily because there's really nothing better at doing the job. That also made the Quicken count up to 4, since you would just be really unlucky if you Gamble for Tendrils with a hand of 15 and discard it.

Force of Will / Pact of Negation

Probably one of the biggest draws of Necro 2.0 – being able to run Force of Will in a Tendrils of Agony deck. Pact of Negation is a great supplement to Force of Will, and can even be used to up the storm count by casting and countering an irrelevant spell.

Quicken / Tendrils of Agony

The kill. Quicken + Tendrils can also be used to ride the opponent’s storm, though honestly, the situation only very rarely comes up. It’s a stunning play when it does though.

*NOTICE: Everything after this part will be updated consistently. This part is current as of 07/13/2010.*

IV. Current List

// Lands
4 [8E] City of Brass
4 [WL] Gemstone Mine

// Creatures
4 [PLC] Simian Spirit Guide
4 [AL] Elvish Spirit Guide

// Spells
2 [SC] Tendrils of Agony
3 [UL] Crop Rotation
4 [SHM] Manamorphose
4 [MM] Brainstorm
4 [GP] Quicken
4 [EX] Necrologia
3 [US] Tolarian Winds
4 [FUT] Pact of Negation
4 [AL] Force of Will
4 [TO] Cabal Ritual
4 [US] Dark Ritual
4 [US] Gamble

V. Tips on Playing the Deck

You generally don’t want to pay all but 1 life for Necrologia especially when they have mana open – counter magic for Islands and Lightning Bolts for Mountains. You’ll need extra 1-2 life for your Force of Wills.

Blue mana is as valuable as Tendrils of Agony to the deck, as I have mentioned repeatedly. Creating and keeping blue mana is a very high priority.

Go for it as early as you can. The deck has no available back-up plan to it aside from feeding life into Necrologia, so go off while you have the lie to pay for it.

VI. Implemented Card Changes and Explanations

Lim-Dul’s Vault has been booted for Tolarian Winds, another suggestion by Vacrix. Playing out everything you can from what you draw off of Necrologia and then discarding the chaff for a fresh 10+ is great. We lose a bit of tutoring power from the Vault, but Tolarian Winds can also act as a pseudo-mulligan.

Gamble has made its way into the deck with the banning of Mystical Tutor. I'm not a huge fan of it, but I really don't have anything better to put in that slot.

The biggest problem of Necro 2.0 is generating, in instant speed, the mana required to continue into the kill post-Necrologia. Until Zombie and Merfolk Spirit Guide are printed, I believe there’s really nothing that the deck can do about it aside from hope to draw into the Spirit Guides and Manamorphose.

Another problem, albeit a bit minor, is the 2nd instant mana spell. Cabal Ritual generates a lot of mana, but uses up 1 more colorless mana that could very well be the blue mana that the deck really craves for.

Lastly, the tutoring power for Necrologia is a bit too low. The deck can’t run the Infernal Tutor / Lion’s Eye Diamond engine because of the instant speed restrictions, and Lim-Dul’s Vault does not work well with the deck.

VIII. Potential Additions

Summoner’s Pact / Vine Dryad / Burnt Offering

This mana engine takes a page out of Pact SI, but replaces Culling the Weak with Burnt Offering, which works better for this deck than Culling the Weak because it can generate the red mana which could be used for Manamorphose. It might take up too many slots though. Summoner’s Pact can replace Simian Spirit Guide, Burnt Offering can replace Cabal Ritual, and a couple Vine Dryads can be squeezed in over Edge of Autumns / Tolarian Winds. It also doesn't generate the all important blue mana.

Xantid Swarm

Additional protection. Would probably make it into the deck if Culling the Weak makes it in or the deck needs to go low on blue cards that Force of Will can’t be supported anymore.

Brain Freeze

Brain Freeze is a potential alternative kill to Quicken + Tendrils. You need 2 cards in hand anyway to win with Quicken + Tendrils, so 2 Brain Freezes is similar. However, the fact that it uses 2 blue mana is a big hit against it, along with the popularity of Emrakul and Progenitus.

Polluted Delta / Underground Sea

The manabase is very flexible. I think it even needs a couple more lands in there, though running only 8 pushes the deck to the very edge – which is where you want to be with this deck.

IX. Sample Hands

Gemstone Mine, Dark Ritual, Cabal Ritual, Pact of Negation, Force of Will, Simian Spirit Guide, Necrologia

Turn 1 – Play Gemstone Mine. At the end of your turn, Dark Ritual, Cabal Ritual, Simian Spirit Guide into Necrologia to draw 18 cards. Use Pact of Negation if necessary. Draw:

2 City of Brass
2 Gemstone Mine
2 Mystical Tutor
1 Brainstorm
1 Quicken
3 Elvish Spirit Guide
1 Simian Spirit Guide
1 Dark Ritual
1 Cabal Ritual
1 Manamorphose
2 Necrologia
1 Edge of Autumn

Remove 3 Elvish Spirit Guides and 1 Simian Spirit Guide. Use GG for Manamorphose into UB. Draw Cabal Ritual. Play out the 1 Dark Ritual and 2 Cabal Ritual using only the black mana for a total of 1 U, 1 R, 1 G, and 5 B. Cast Mystical Tutor for Manamorpose and then cycle Edge of Autumn into it. Use RG for Manamorphose into UU, draw Pact of Negation. Mystical Tutor for Tendrils of Agony. Cast Quicken, and then Tendrils of Agony for 24, more if counter magic is involved.

Gemstone Mine, Force of Will, Brainstorm, Manamorphose, Edge of Autumn, Mystical Tutor, Elvish Spirit Guide. - now obsolete, but just so you have an idea of how it can go off.

Turn 1 – Play Gemstone Mine. End of your opponent’s turn, Brainstorm into Dark Ritual, Cabal Ritual, Brainstorm. Put back Edge of Autumn and Manamorphose on top.

Turn 2 – Draw Manamorphose. End of your opponent’s turn, Mystical Tutor into Necrologia. Force of Will pitching Brainstorm if necessary.

Turn 3 – Draw Necrologia. At the end of your turn, Dark Ritual, Cabal Ritual, Elvish Spirit Guide into Necrologia for 18. Draw:

1 Elvish Spirit Guide
1 Simian Spirit Guide
2 Manamorphose
2 Dark Ritual
1 Cabal Ritual
1 Edge of Autumn
1 Mystical Tutor
1 Quicken
1 Force of Will
3 Pact of Negation
1 Necrologia
2 City of Brass
1 Gemstone Mine

Remove Elvish Spirit Guide and Simian Spirit Guide. Use RG to Manamorphose into RB. Draw Force of Will. Play out the 2 Dark Rituals and 1 Thresh’d Cabal Ritual for a total of 8 B and 1 R. Use RB to Manamorphose into UU. Draw Elvish Spirit Guide. Remove Elvish Spirit Guide for a total of 2 U, 7 B, and 1 G. Mystical Tutor for Tendrils, and then Quicken into it for a Tendrils for 20, more if counter magic is involved, and even more if you want to showboat with a chain of Manamorphose, Brainstorm, and Pact of Negations on the Brainstorm.

Now obviously it always doesn’t play out like this, but it just so happens that these are the first two hands that I drew with MWS while typing out this part. Must be a sign. =p I’ll do more when I find the time.

X. Conclusion

Necrologia is a very powerful card, if utilized properly. With the help of the people here hopefully Necro 2.0 can rise into stardom. It would take a lot of work and probably one or two cards that Wizards needs to print, but I firmly believe that the deck has the potential to go crazy.

Vacrix
07-12-2010, 10:02 PM
I'm thinking that White Leyline is going to want in on some action here. Flashing Lotus Petals and Tendrils into play sounds badass.

Also, Gamble isn't an instant, or it would be pretty amazing. I don't know how well it fits the Mystical Tutor slot.

Do you have any percentages ATM or are you just speculating to find an optimal list first?

heroicraptor
07-12-2010, 10:04 PM
I'm thinking that White Leyline is going to want in on some action here. Flashing Lotus Petals and Tendrils into play sounds badass.

I think you mean the blue leyline. The white one gives you troll shroud.

kicks_422
07-12-2010, 10:06 PM
I'm thinking that White Leyline is going to want in on some action here. Flashing Lotus Petals and Tendrils into play sounds badass.

Also, Gamble isn't an instant, or it would be pretty amazing. I don't know how well it fits the Mystical Tutor slot.

Do you have any percentages ATM or are you just speculating to find an optimal list first?

You mean the Blue Leyline? I tried it out. The deck becamen ugly bastard child of TES and Nausea. It really wasn't worth it. If the Blue Leyline itself had Flash, then it would have been a godsend.

As for Gamble... That's why I upped the Quicken count to 4, to have extra ones for Gamble post-Necro. Early game, it's just a set-up card.

No actual percentages yet, because I'm still really not happy with the deck's consistency issues and other glaring problems (most notably, the nede for an inital blue mana source).

1maarten1
07-13-2010, 09:57 AM
You mean the Blue Leyline? I tried it out. The deck becamen ugly bastard child of TES and Nausea. It really wasn't worth it. If the Blue Leyline itself had Flash, then it would have been a godsend.

As for Gamble... That's why I upped the Quicken count to 4, to have extra ones for Gamble post-Necro. Early game, it's just a set-up card.

No actual percentages yet, because I'm still really not happy with the deck's consistency issues and other glaring problems (most notably, the nede for an inital blue mana source).

Cool deck, I check if I can think of something to fix the blue problem :S

UberNewHacks
08-08-2010, 01:52 AM
How is Necrologia in any way better than Dream Halls?

kicks_422
08-08-2010, 02:37 AM
For one thing, it doesn't allow your opponent to capitalize on the combo engine as well. Additionally, once Necrologia resolves, it becomes really difficult to stop you - when Dream Halls comes into play, there are still so many angels to attack it with (e.g. destroy Halls, graveyard hate for kills using the GY, etc.)

Phoenix Ignition
08-08-2010, 02:46 AM
I'm not an expert on combo but 3x crop rotation with 8x lands seems terrible. Also is there any answer at all to a Meddling Mage on necrologia other than hitting a FoW on it (which is going to definitely slow you down since you're giving up 2 cards for their one and they're bound to have some pressure on you).

Ad Nauseum draws about 15 cards without being a two card combo, do the higher cost spells you can draw justify having to find and resolve 2 spells?

kicks_422
08-08-2010, 02:58 AM
Ad Nauseam puts a lot of limits on deck design because of the casting cost averages you need to watch out for, for one.

That said, Necrologia isn't better than Ad Nauseam as of now - like I said, it's probably going to take two to three cards to be printed before it becomes remotely vible. However, once those cards come along, this deck would defnitely be something to look at.

As of now, it's nothing more than an extremly fragile glass cannon that cna win Turn 1 with multiple pieces of countermagic on one game, then crap out terribly on the next.

gottfrid
08-08-2010, 01:55 PM
I thought the only reason to run crop rotation was reliquary tower.

In my version I focused on resolving necrologia, like you do, but post necrologia I would crop rotate inte reliquary tower and play soul spikes to get out of burn range and pass with multiple counters in hand. Next turn I win with tendrils. Im pretty sure that playing the amount of quickens it would take to be able to tendrils in the discard step reliably would also dilute the deck too much.

mujadaddy
08-08-2010, 04:03 PM
Your sample after the current deck list still references Mystical Tutor.

Rather than bothering with Quicken+Necrologia, what's wrong with trying Null Profusion? It's Grippable, sure, but you can go off at 20 life instead of 5... Just a thought that probably requires it's own thread.

kicks_422
08-08-2010, 05:31 PM
I thought the only reason to run crop rotation was reliquary tower.

In my version I focused on resolving necrologia, like you do, but post necrologia I would crop rotate inte reliquary tower and play soul spikes to get out of burn range and pass with multiple counters in hand. Next turn I win with tendrils. Im pretty sure that playing the amount of quickens it would take to be able to tendrils in the discard step reliably would also dilute the deck too much.

You mean... There are actually other people working on this deck?

The Reliquary Tower idea is awesome though. I'll work on that.

Question: If I use Ignorant Bliss at my end step, do I discard down to 7 on my opponent's end step?


Your sample after the current deck list still references Mystical Tutor.

Well, I did say that sample hand was obsolete. Just kept it there to show the motions.

danyul
08-08-2010, 07:29 PM
The "discard down to 7 rule" only applies during your own end step.

Vacrix
08-08-2010, 11:21 PM
We determined a while back that the card pool needs to expand for this deck to be playable. MT completely kills the deck anyway. IDK why people keep necroing it.

nodahero
08-09-2010, 04:04 AM
I think it is because everyone loves the THOUGHT of consistenly killing turn 1... espeically in a format other than vintage. The abillity to kill turn 1 is half the reason I am testing with SI ATM... although to be fair the other reason is because I am board of not getting decent results with TES and not have the drive to learn DD piles.

Mystical_Jackass
08-09-2010, 09:26 AM
I think it is because everyone loves the THOUGHT of consistenly killing turn 1... espeically in a format other than vintage. The abillity to kill turn 1 is half the reason I am testing with SI ATM... although to be fair the other reason is because I am board of not getting decent results with TES and not have the drive to learn DD piles.

Amen, real magic just takes too long :laugh: My lotus petal, raging goblin, ritual, ritual, Hatred deck isn't getting the consistency I wanted either.

@Muja

I've wanted to find a way to break Null Profusion... is there a way to get around the hand size limit? I can see just getting stuck at one card, then getting thoughtseized next turn and f'd the rest of the game lol.

Nidd
08-09-2010, 09:41 AM
Amen, real magic just takes too long :laugh: My lotus petal, raging goblin, ritual, ritual, Hatred deck isn't getting the consistency I wanted either.

@Muja

I've wanted to find a way to break Null Profusion... is there a way to get around the hand size limit? I can see just getting stuck at one card, then getting thoughtseized next turn and f'd the rest of the game lol.
One could SnT it into the game - problem is that this card is no Yawgmoth's Bargain which pretty much guarantees a win when it resolves. You pretty much have to SnT it into the game and then go off. Is it possible to melt SnT with storm combo?

Someone head to the drawing board!

mujadaddy
08-09-2010, 11:58 AM
I've wanted to find a way to break Null Profusion... is there a way to get around the hand size limit?Absolutely -- timestamp order means any Spellbook or Reliquary Tower put into play AFTER Null Profusion overrides, giving you unlimited hand size.

The problem is building a deck that can survive long enough to drop a 6-mana enchantment AND stay alive long enough to kill with the rest of the deck. I'm thinking it has to be a storm-type kill, but it can be spread across a few turns and a few spells. IGG/Tendrils decks easily build up 6 mana on their way to 'going off'... so it's certainly possible, just probably not with any consistency :laugh:

nodahero
08-10-2010, 03:21 PM
I think the real problem to killing with null profusion is what happens if your hand gets clogged with 4 drops spells and you can't cast them? Answer: your boned...

As for using SnT... there is already a "storm" list that does... it is called Dream Halls and can play a singleton Tendrils as an alternate kill. when I have tested the deck I ran a few different kill mechanisms for safety sake. I actually found 2 Cruel Ultimatum, and a Tendrils and Beacon of Destruction to be a really sick kill package. In reality you could easily trim it down to a mere 2 kill spells but if you did one would HAVE to be Tendrils for security although you could do the same with Beacon... just food for thought if you wanna run with SnT.

PS not to mention the max hand size is largely irrelevant for Null Profusion. If you are running it out there you had better be about to kill otherwise there is no reason not to play Dream Halls. As another aside... Tower and Spell book are terrible options because you will still be going down to 2 at your end step if you don't play them the same turn as your profusion and you will never draw more than you play outside of Ponder/Brainstorm shenanigans.

sam.
08-11-2010, 12:52 PM
We determined a while back that the card pool needs to expand for this deck to be playable. MT completely kills the deck anyway. IDK why people keep necroing it.

Because of metairony. :)

I personally really like this deck's idea, since it's like ANT but you can run Force.

So I read that one of the problems is that the deck is having enough instant-speed mana sources, and attempted a list with Leyline of Anticipation.

What happened was the deck then required a way to play with multiple Leylines, so Chrome Mox was added.

So was Lotus Petal, but for obvious reasons. I ended up with the following list:

Win Conditions [ 14 ] ( 14 )
2x Tendrils of Agony
4x Necrologia
4x Quicken
4x Leyline of Anticipation

Mana Accel [ 26 ] ( 40 )
4x Dark Ritual
3x Cabal Ritual
4x Manamorphose
4x Simian Spirit Guide
4x Elvish Spirit Guide
4x Chrome Mox
3x Lotus Petal

Cantrip + Dig + Tutor + Draw [ 8 ] ( 48 )
2x Tolarian Winds
4x Brainstorm
2x Gamble

Disruption + Protection [ 8 ] ( 56 )
4x Force of Will
4x Pact of Negation

Land [ 4 ] ( 60 )
1x Polluted Delta
1x Underground Sea
1x Bloodstained Mire
1x Volcanic Island

Now of course this doesn't work *that* well due to having only 4 land instead of 8, and requiring a Leyline makes the consistency drop, but I thought I'd post it here anyways should it spark an idea or something.

Also, like Null Profusion, it reduces your turn 1 win ratio if you don't have it.

PhantomLotus
01-18-2011, 11:54 AM
Thread necro -- appropriately enough. Does this deck get any more viable if your mana artifacts have flash?

Shimmer Myr
Creature - Myr
Cost - 3
Flash
You may cast artifact cards as though they had flash.
It evades Phyrexians by hiding in the spaces between seconds.
P/T: 2/2
Illus. Jim Schirmer and Johannes Voss #129/155 2/2

kicks_422
01-18-2011, 09:56 PM
This card falls into the category of roughly every other card in the deck - it could work, but only when you draw it. And when you don't draw it, you lose because you've optimized the deck to run with it. it's like needing a 2 to 3-card combo to make a combo deck run... which makes it clunky.

You know what the deck needs? An instant that can reliably search for Necrologia and a way to get initial blue or black mana (e.g. Zombie and Merfolk Spirit Guide). Once those are printed, then we'll talk.

Grumpollion
01-19-2011, 03:33 PM
Back to Null Profusion...

I was thinking that it might work well in concert with Boggart Birth Rite. With one in the yard and one in hand, you could play them over and over, recurring the other each time, and drawing 1 off of Null Profusion each time. "B: draw a card. +1 storm count."

Boggart Harbinger could be used to help find the initial Boggart Birth Rites.

Grim Reminder could be returned to your hand from the graveyard to "re-boot" if you end up with Profusion in play and no cards in hand... as long as it's in the yard.

Gocho
01-19-2011, 04:16 PM
So, you need, 6 mana for Null Profusion, 7 mana to chain Boggart Birth Rite and 4 for Tendrils. If I can get 17 mana, Casting Emrakul seems easier.

Grumpollion
01-19-2011, 08:37 PM
So, you need, 6 mana for Null Profusion, 7 mana to chain Boggart Birth Rite and 4 for Tendrils. If I can get 17 mana, Casting Emrakul seems easier.

Well, I assume that the deck in which it was used could have many zero-CC cards (like SI does) that would be drawn by Null Profusion and then played (causing Null Profusion to draw further cards), so I imagine that actually casting Boggart Birth Rite 7 times would probably be unnecessary in most cases. Birth Rite would probably be played if and when the chain "stalled" (like when a clump of lands was drawn) to get it running again.

kicks_422
01-19-2011, 10:02 PM
And what does that have to do with this deck?

If you have a list that features Null Profusion, Boggart Birth Rite, and Boggart Harbinger and/or Grim Reminder, feel free to open a new thread for it.