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Dark Ritual
12-24-2010, 01:03 AM
GBw AIVV (All-in vengevines)

Yeah I know I left the white out in the thread title it was an accident.

I've just thought of something. How about we stick vengevine in a deck with zero protection that goes balls to the walls all out? Here's a rough list, but it has a good chance of going off turn 1 or turn 2 into some amount of vengevines whether that amount be 1-4 4 being the total god draw of 4 VV's, tireless tribe/PImp, Black/white producing land, memnite/rootwalla. The list:

Lands 18
4 Verdant Catacombs
4 Marsh Flats
4 Bayou
2 Scrubland
2 Swamp
1 Plains
1 Forest

Creatures 26
4 Putrid Imp
4 Tireless Tribe
4 Memnite
4 Vengevine
4 Wild Mongrel
4 Basking Rootwalla
2 Arrogant Wurm

Spells 16
4 Entomb
4 Buried Alive
4 Dark Ritual
4 Lion's Eye Diamond

Cards to consider:

Bloodghast. A possible turn one play would be swamp, dark rit, PImp, discard VV's, bloodghast, swing. I'm not too sure on LED yet, I have to do some testing with the deck although LED can be just broken with the right draw. Memnite is in over ornithopter and shield sphere because it bashes and fits with the aggressive nature of the deck since the deck is all in.

Discard cards such as cabal therapy, duress, and thoughtseize. They allow the deck to fight hate and are overall good utility type of cards. Therapy becomes immensely powerful if bloodghast is included see: dredge.

Also of note. Is 12 discard outlets too many? I have 8 1 drop outlets in the form of PImp and tribe and the 2 drop is wild mongrel. Maybe cut the mongrel for bloodghast or BoP.

Is 18 land too many? Maybe cut 2 for more 0 drop creatures to trigger VVs more consistently and enable turn 1 shenanigans such as dark rit, buried alive, memnite, shield sphere, swing for 12. This deck is a glass house.

Birds of Paradise. When dark rit is not available, ramping into turn 2 buried alive into 3 VVs can still be very powerful with the right draw. More 0 drop creatures enables faster vengevines more often in the early turns since buried alive sucks up all your mana barring a double dark rit hand but even then you need double PImp or again 0 drops to trigger the vines on the same turn. Bloodghast helps slightly here since it can be cast from black mana and is a solid back up plan to VVs since buried alive on 3 ghasts followed with a fetchland = GG's most of the time since you can put the pressure on them so you can draw more cards allowing you to combo out a second time possibly or just drawing more lands. Eventually you'll get there especially if the opponent goes to 10 or less life, giving ghast haste.

The blue splash: For wonder mainly to give your guys flying however wasteland ruins this plan typically since you'll probably run 1-2 islands at most. The best part of the blue splash? Brainstorm. The best card in legacy, if you run blue you run 4 or you're doing something terribly wrong. Intuition possibly although it can't be cast off of dark rit turn 2 intuition off a build utilizing BoP is very powerful and intuition can grab any number of cards in the deck from LED to memnite to PImp. It is a very powerful tutor especially when utilized properly with lion's eye diamond.