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Post by delicriox on Mar 9, 2006 8:51:41 GMT -5
i have a mono black deck that is all type two except one card, when i get a card to replace it though it is coming out(the card would be another horobi deaths wail).
-20 swamps -2 golgari rot farms(i know you are thinking bad for mono black but there is an ability that takes green mana) -4 infectious host -4 thoughtpic witches -3 golgari guild mage -2 horobi deaths wail -3 necroplasms -4 sezians perverter of truth -4 dark blasts -3 grave pacts -4 douse in glooms(guildpact, deals 2 damage to target creature and i gain 2 life) -1 mirari(this is the card that is coming out, but for 4 mana, if horobi deaths wail is out, i can kill any two creatures) -3 necromancers magemark(guild pact) -2 Netherborn Phalanx -1 sieze the soul(guild pact)
Please tell me what you think ^_^
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Post by Atreides Conscript on Mar 9, 2006 14:17:14 GMT -5
-1 Mirari.... +1 something Type 2. -4 Swamp.... +4 Overgrown Tomb (You can get them... just look around hard enough.)
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celest
Fabled
And ye harm none
Posts: 687
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Post by celest on Mar 9, 2006 22:48:06 GMT -5
I agree with the overgrown tomb. with them you can drop the rot farms. do becareful with horobi. it's effect can be overly powerful.
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Post by delicriox on Mar 13, 2006 10:25:21 GMT -5
yes i know that is why i have things that let me choose the target of spells or abilities. however if someone has a worldeffect, or a spell that targets all creatures, that could hurt. i am thinking about putting in night dealings instead of mirari. i have already got 1 overgrown tomb and i can get another that i know of.
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celest
Fabled
And ye harm none
Posts: 687
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Post by celest on Mar 13, 2006 14:38:49 GMT -5
you can always proxy until you get 4 tombs. All you need is a perminate marker and most people use the return lands to proxy.
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Post by eunhathes on Mar 14, 2006 0:09:35 GMT -5
It seems solid on paper. Before I pick it apart, though: How does it play? How does it match up? Currently, the main problems are picked apart.
The only thing I can think of, without knowing how it plays, is that you've splashed green when you don't need it.
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artemi
Venerated
Call me Tem
Posts: 504
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Post by artemi on Mar 14, 2006 6:23:00 GMT -5
If you are using the green splash for just the Guildmage, you may want to consider just dropping the green activation completly and using the space that the Rot Farms took for something else that is monoblack. You don't HAVE to be using the Guildmage's green ability.
And another option, if you wish to keep the green, is to slide in another minor green spash card, like Mortipede or something. Minor costs that let you actually use some of that green mana for green.
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Post by delicriox on Mar 14, 2006 10:23:39 GMT -5
it plays well, i also have a few new cards to add and i will be posting up the new deck list soon. unfortanantly i will not be doing it today becuase i have to go get job aps all day.
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Post by delicriox on Mar 16, 2006 10:31:56 GMT -5
ok here is the new and improved deck list
-18 swamps -2 golgari rot farms -1 blood clock -1 night dealings -2 mourning thrulls -1 seize the soul -4 darkblasts -3 grave pacts -2 daggerclaw imps -4 infectious hosts -4 douse in gloom -2 golgari guild mages -2 necromancers mage mark -2 horobi deaths wail -2 necroplasms -3 seizan, perverter of truth -1 gleencrawler(when i sac something to the guild mage, like and infectious host, then it comes back to my hand.) -2 thought picker witchs -2 disembowel -2 netherborn phalanx(coming out for something better, but don't know what yet)
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celest
Fabled
And ye harm none
Posts: 687
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Post by celest on Mar 16, 2006 20:00:02 GMT -5
you know you can sac something and because it hits the graveyard has part of an activation cost it can be targeted by Guildmages ability. in other words, sac and return it to your hand imediately.
And your still missing Tombs.
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Post by crusader on Mar 16, 2006 23:12:39 GMT -5
Actually sweety, that doesn't work. It was a brief lapse in judgement on my part, but even though sacrificing doesn't use the stack and the creature is immediately in the grave, when activating abilities or casting spells, you must have all targets chosen when paying the costs. == The only downside of Horobi is he often means immediate death on your side of the board, giving your opponent a full turn to turn anything in his hand into a removal spell... And with Gigadrowse, Mime-o-facture, Icy, Shoals, Shocks and burns, I'd prob plan on running that lovely green card called Privileged Position to null his effects on your side Or maybe germination to keep a consistant creature base? I like the golgari guild age, maybe since you have a sac theme, Woebringer Demon? 5 for a 4/4 Flyer that forces your opponent to sac at their upkeep. And if you have grave pacts out, you'd hit them each turn... One last thing... Why not run Plagued Rusalka? Without Horobi., it's a good tourney grade card that caters to Jittes while supplying minimal removal... It meets sac'ing criteria if you decide to throw haunt in (maybe eunthanist), and equals= sac a creature kill a creature with Horobi out. Throw in germinations and a grave pace and your board is... B, Sacrifice a creature: Destroy target creature and each opponent sacrifices a creature; If the sacrificed creature was a non-token creature put a 1/1 green saproling token into play. You now have an inevitable superduper mega sacrifyer board clearing deathcelleration machine which is fueled by the grief and hatred of those who meagerly attempt to stand up to your greatness but fall short because they are strucken with sudden pangs of jealousy for not being able to conceive such an awesome combination ~ Johnny
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