1

(6 replies, posted in Decks and Deckbuilding)

Alright, I modified it a bit based on your suggestions http://deckbox.org/sets/523550 I still however need to work on my sideboard, but I can do that later.

The only problem I am having is after I finished up making the adjustments and stuff, one of my friends told me to google MTG metagame, so I did and the deck is almost identical to the current meta http://www.mtggoldfish.com/archetype/8220 do you guys have any ideas on what I could do differently?

2

(6 replies, posted in Decks and Deckbuilding)

Thank you guys very much for these suggestions!!! It will take me some time to go through all this since I'm busy at work right now, but I'll modify it accordingly and post it up again!

Hey Guys,
So i'm trying to make a mono black deck (http://deckbox.org/sets/522187) for Friday night magic standard events. However the deck I made play tests very slow it doesn't start rolling until turn 5 ish and I need some help speeding it up. Basically the idea is gain life and do damage based on my life gain, so I never actually have to hit the guy with creatures.

Using Sanguine Bond and Whip of Erebos allows me to do that perfectly since all my creatures have lifelink and if they are blocked it will still deal damage and if they are unblocked it will be double damage. I then added Strionic Resonator so I can double Sanguine Bond's ability. I then added Gray Merchant of Asphodel which also is a triggered ability so it can be doubled as well with the Strionic Resonator I tossed in Rescue from the Underworld so I can get the Gray Merchant of Asphodel back into play once they died.

As far as devotion boosting cards I threw in Nightveil Specter, Desecration Demon, and Necropolis Regent all of which their triggered abilities can be copied with Strionic Resonator

Any help would be greatly appreciated.

Thanks,
-Chris

4

(6 replies, posted in Decks and Deckbuilding)

I'll definitely remove one of the Islands and I'm hesitant about removing some mill spells, but I suppose I really have to to get some removal into play. I do like putting the Sphere of Safety in to protect me from attackers but I'm not sure yet if its worth removing some mill cards maybe I can get rid of another land. Thanks for your input TyWooOneTime and imsully2 it's really appreciated, it's becoming a monster because of you guys!

5

(6 replies, posted in Decks and Deckbuilding)

imsully2 wrote:

First off you should add some sort of counter magic, in this case either Dissipate or Rewind.

I would also consider adding Unsummon, this serves 2 purposes, #1 take out pesky creatures your opponents control #2 save your creatures from removal.

Finally I'd add fog, nothing buys you another turn like fog

Finally your deck is really good at stalling but you could easilly get overwhelmed by tokens or trample, I'd advise adding either Jace's Phantasm or Deadly Recluse at least in sideboard, I know that you're going for the defender theme but you need to be able to kill opponent's creatures sometimes

I didn't even think about the tokens or trample, Thanks for that I'll definitely look into adding some defence for that.

TyWooOneTime wrote:

I get that you want to be sure to hit a Sands of Delirium but as it's an X cost activated artifact, having more than one at any given point in time is redundant (much like having 4x of a legendary creature).  I would suggest dropping down to 2x there and use those 2 spots to bring Tree of Redemption from your sideboard onto your mainboard.  Not only does it fit the defender scheme, but it ensures that you can survive even if they get past your blockers.

I agree with imsully about getting overrun rather easily, to which point I would almost suggest splashing white for a few cards.  Axebane Guardian lets you produce any color of mana and you could easily add one or two plains for the Gatecreeper Vines to go grab them.  Then, with a splash of white you open the door to Oblivion Ring and Detention Sphere for spot removal; Azorius Charm for an even more powerful Unsummon (it doesn't just return the creature to their hand, it puts it on their deck to screw up their next card draw too!); and Rest in Peace which lets you drop Tormod's Crypt from the sideboard and otherwise simply screws your opponents over (scavenge, undying, flashback, etc - GONE!).

I love that idea of Rest in Peace I'm definitely going to put it in the deck. Also with the Sands of Delirium it didn't even register in my head It would be pointless to have more than one out at a time, i'll definitely swap a few of those out for the Tree of Redemption As far as removal goes, what do you think I should remove to put some in?

I put cards in my sideboard that I thought might fit in but I'm not sure what to remove to put them in. I was wondering what you guys think of the deck.

http://deckbox.org/sets/234479