Type: Deck Idea
Format (legal 👍) legLegacy
Approx. Value:
$92.14

0 Likes 0 Comments
Avg. CMC 2.55
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 17 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (22)
4 Elvish Mystic
$0.45 Creature - Elf Druid
4 Golgari Grave-Troll
$1.46 Creature - Troll Skeleton
2 Golgari Thug
$0.51 Creature - Human Warrior
2 Jarad, Golgari Lich Lord
$4.57 Legendary Creature - Zombie Elf
2 Lotleth Troll
$0.19 Creature - Zombie Troll
4 Shambling Shell
$0.33 Creature - Plant Zombie
4 Stinkweed Imp
$1.07 Creature - Imp
Instant (2)
2 Darkblast
$0.34 Instant
Sorcery (8)
4 Explore
$0.82 Sorcery
4 Life from the Loam
$8.90 Sorcery
Enchantment (4)
4 Underworld Connections
$0.34 Enchantment - Aura
Land (24)
2 Dakmor Salvage
$0.95 Land
10 Forest
$0.09 Basic Land - Forest
2 Golgari Guildgate
$0.11 Land - Gate
1 Golgari Rot Farm
$0.26 Land
1 Svogthos, the Restless Tomb
$0.42 Land
8 Swamp
$0.72 Basic Land - Swamp
Sideboard - 7 cards, 7 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (2)
1 Bloodghast
$8.54 Creature - Vampire Spirit
1 Fauna Shaman
$2.71 Creature - Elf Shaman
Sorcery (3)
1 Explore
$0.82 Sorcery
1 Increasing Savagery
$0.44 Sorcery
1 Sign in Blood
$0.82 Sorcery
Enchantment (2)
1 Dark Prophecy
$4.57 Enchantment
1 Wreath of Geists
$0.08 Enchantment - Aura

Notes
 
This is a budget Golgari deck that aims to win in one of two ways: either by getting pumped Splinterfrights or Golgari Grave Trolls or Jarads onto the field and then swinging to death, or by using Jarad's secondary ability to sac these same creatures to a win condition in less pleasing circumstances.

KEY CARDS
Gorgari Grave-Troll: The way this deck is structured, by the time this hits the field it probably could not help but to be very big. The regen is really icing on the cake - killing the troll only makes him bigger when he inevitably comes back.

Jarad, Golgari Lich Lord: Not quite as efficient as the Grave-Troll on account of his rather more harmful dredge-back and lack of regen. Jarad is a big bad beater whose second ability provides an alternate relatively late-game win condition (to be used against control decks, mainly) and really allows the deck to "stick" as the turns drag by.

Lotleth Troll: Turn two Lotleth Troll, discard any and all dredge-ables out of the hand, and by next turn we're in business.

Stinkweed Imp: Cheap dredging deathtouch removal. Another card without which this deck couldn't possibly hold together; the Imp is the deck's primary answer to "value" midrange threats.

Life from the Loam: Ideally this deck should be able to drop a land every turn, and should never suffer from grievous mana burn, because it's important for this deck to be able to reiterate threats as fast or faster than they can be cleared. Another card without which the deck could not function.

Underworld Connections: Drawing (read: Dredging) more than once per turn is a very powerful ability to have, and becomes an absolutely critical enabler as the game progresses.

Darkblast: Cheap removal with dredge. Can be combod over upkeep to keep shrug off aggro with -2/-2.
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