arwall
01-17-2011, 08:51 PM
It's not much. It works in the same sense that a common green deck would work; getting cards out fast. This works because of my understanding of how colors work finally and how to mathematically include mana. Being still fairly new to the game, it took me a while to actually understand this.
Creatures:
Naya Hushblade x4
Jund Hackblade x4
Bant Sureblade x4
Rip-Clan Crasher x4
Jhessian Infiltrator x4
Giltspire Avenger x2
Radha, Heir to Keld x2
Progenitus x2
Enchantments:
Trace of Abundance x4
Winter's Night x2
Pillory of the Sleepless x2
Lands:
Snow-Covered Forest x8
Snow-Covered Mountain x6
Snow-Covered Plains x4
Snow-Covered Island x3
Jungle Shrine x3
Thawing Glaciers x2
Savage Lands
Snow-Covered Swamp x2
I have only had one chance at testing it so far.
I've got a nice little bit of ramping if I pull out the right cards, I just don't have that many big cards. The biggest card I have is Progenitus and that comes at somewhat of a cost in time lost trying to get it out.
That was the first incarnation; since then I have rebuilt it a few times and this is what I've come up with.
//Creatures
4 Jund Hackblade
4 Rip-Clan Crasher
4 Grixis Grimblade
3 Nemesis of Reason
3 Kargan Dragonlord
2 Naya Hushblade
2 Giltspire Avenger
2 Kederekt Creeper
2 Bant Sureblade
1 Nihilith
//Other Spells
4 Righteousness
2 Pillory of the Sleepless
2 Fling
2 Heroes' Reunion
//Lands
2 Savage Lands
2 Jungle Shrine
5 Mountain
4 Swamp
3 Plains
3 Island
2 Forest
2 Thawing Glaciers
This deck is very creature-heavy. It relies solely on getting out creatures and having a massive creature advantage and swooping in for the kill very early.
All of my blade creatures serve a well designed purpose. Jund will come out swinging if need be (Rip-Clan Crasher serves the same purpose); Grixis will serve to take down any one of your creatures; and Naya is there to ensure that I will have a creature on the field, bar for defending, it cannot be taken off the field.
Most of my idea is to deathtouch your creatures and mill you for 10 cards per turn, especially with the Kederekt Creeper and Righteousness combo. Giltspire works in the same way that deathtouch works. The only drawback is that the attack goes through and I lose life, but alas! I've got Heroes' Reunion!
Nihilith is really my only "swinger" of sorts.
Kargan Dragonlord is in this deck only to be flung; a quick 8 - though not so quick getting him up there. This is more so a late game attack.
My land-base is the simplest thing about the deck. It's rather amusing how often I have the lands that I need to play anything out of my hand. Thawing Glaciers is a big help early in the game to get out lands for in the late game.
It could use some tweaking, and like said in the first thread, Coalition Victory would be a nice win condition for this deck. I am still considering it; I've not made up my mind entirely.
So, any new thoughts on this deck?
Creatures:
Naya Hushblade x4
Jund Hackblade x4
Bant Sureblade x4
Rip-Clan Crasher x4
Jhessian Infiltrator x4
Giltspire Avenger x2
Radha, Heir to Keld x2
Progenitus x2
Enchantments:
Trace of Abundance x4
Winter's Night x2
Pillory of the Sleepless x2
Lands:
Snow-Covered Forest x8
Snow-Covered Mountain x6
Snow-Covered Plains x4
Snow-Covered Island x3
Jungle Shrine x3
Thawing Glaciers x2
Savage Lands
Snow-Covered Swamp x2
I have only had one chance at testing it so far.
I've got a nice little bit of ramping if I pull out the right cards, I just don't have that many big cards. The biggest card I have is Progenitus and that comes at somewhat of a cost in time lost trying to get it out.
That was the first incarnation; since then I have rebuilt it a few times and this is what I've come up with.
//Creatures
4 Jund Hackblade
4 Rip-Clan Crasher
4 Grixis Grimblade
3 Nemesis of Reason
3 Kargan Dragonlord
2 Naya Hushblade
2 Giltspire Avenger
2 Kederekt Creeper
2 Bant Sureblade
1 Nihilith
//Other Spells
4 Righteousness
2 Pillory of the Sleepless
2 Fling
2 Heroes' Reunion
//Lands
2 Savage Lands
2 Jungle Shrine
5 Mountain
4 Swamp
3 Plains
3 Island
2 Forest
2 Thawing Glaciers
This deck is very creature-heavy. It relies solely on getting out creatures and having a massive creature advantage and swooping in for the kill very early.
All of my blade creatures serve a well designed purpose. Jund will come out swinging if need be (Rip-Clan Crasher serves the same purpose); Grixis will serve to take down any one of your creatures; and Naya is there to ensure that I will have a creature on the field, bar for defending, it cannot be taken off the field.
Most of my idea is to deathtouch your creatures and mill you for 10 cards per turn, especially with the Kederekt Creeper and Righteousness combo. Giltspire works in the same way that deathtouch works. The only drawback is that the attack goes through and I lose life, but alas! I've got Heroes' Reunion!
Nihilith is really my only "swinger" of sorts.
Kargan Dragonlord is in this deck only to be flung; a quick 8 - though not so quick getting him up there. This is more so a late game attack.
My land-base is the simplest thing about the deck. It's rather amusing how often I have the lands that I need to play anything out of my hand. Thawing Glaciers is a big help early in the game to get out lands for in the late game.
It could use some tweaking, and like said in the first thread, Coalition Victory would be a nice win condition for this deck. I am still considering it; I've not made up my mind entirely.
So, any new thoughts on this deck?