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Sceleris
09-04-2007, 11:59 AM
Land
1 x Underground River U pr B
1 x Cephalid ColiSeum 1U
2 x Tainted Isle U or B
4 x Underground Sea U or B
2 x Watery Grave U or B
6 x Island
7 x Swamp
23

Sorcery
3 x Urza's Guilt 2CL1U1B
4 x Damnation

7

Enchantment
4 x Megrim 2CL1B
4 x Underworld Dreams 3B
2 x Breathstealers Crypt 1B1U2CL
2 x Arcane Laboratory
2 x Vile Consumption
14

Instant
4 x Dark ritual 1B
3 x Wheel and Deal 3CL1U
3 x Smother 1CL1B
4 x Lim-Dul's Vault 1B1U

14



Artifact
2 x Anvil of Bogarden 2CL

60 cards

First i wanna say im not that good of a deck creator yet, but i have always had the drive to create new odd decks.
I have tested it a bit, but i need aid to make it more constant, cause it seems even with 4 megrim and 4 underworld dreams,
then i just don't get them fast enough, and if i do have on on my starting hand i still need to delay throwing them out vs alot of decks,
forexample fast aggro decks like Goblins.

The speed)
Well, i have added alot of lands able to provice BU due to udnerworld dreams costing 3B, so therefor i havent added ancient tomb and etc.
Instead i have thrown 4 dark ritual in.

Kill)
Well the kill is if ya have say a megrim added with a Underworld Dreams or another megrim, then throw out a Urza's Guilt,
Which can do like 13 dmg. And kill that way. I have added Limduls Vault to help get the cards need out.

Control)
Well tbh there aint one, and that might be the problem i have tried to add arcane labatory and some creature hate, to draw out the speed.
But i belive this is one of the main problems with the deck.

Disclaimer: This is my first post in here, and i hope my information aint lacking, ill check back on the post alot and hopefully be a active forum member, so if more info is needed ill post it asap.

Finn
09-04-2007, 12:57 PM
Hey, dude. Welcome.

The idea has a lot of cool stuff it can do. Ya have to figure a couple of things in Legacy, though.

1. Megrim and Urza's Guilt was around during most of Invasion's time in Standard. That means that the combo was available in a much weaker environment. We all knew about it then. But it never quite caught on. That should tell you something about its viability.
2. What does this deck do on turn 1? How about turn 2? In Legacy, the aggressive decks you can expect to face have their plan in place and functioning by turn 2 in most games. That means that control has a couple of turns longer to establish itself at most. What I mean is that a spell that costs 4 should be a stabilizer (Damnation works). You have a lot of spells that cost 3 and 4 which do nearly nothing on their own.

If we stick with the premise, I think you should look into making some smaller, more appropriate spells do your work. Try some of these:

1. Recoil
2. Hymn to Tourach
3. Duress
4. Ravenous Rats

And I like Evacuation to try out. It could be really sweet to have your creature sweeper also be your kill card if you fill their hand with enough extra cards. You need another angle to make it work, though. Try Propaganda to delay the game, keeping cards in their hand. GL with this.

Sceleris
09-04-2007, 05:02 PM
Aight awsome thx for the ideas, gonna try and test draw asap.

Could i ask for some aid to remove some dead cards ?
And i would also like to know if i did include some Evacuation should i then remove a damnation or somthing ?

Again thx for the nice welcome.