hellfiend wrote: ↑2 years ago
Debating picking up the Ob Nixilis....3 and sac'ing a creature to do 12 damage to the table....it's -7 once in a blue moon would net me 7 cards and get me off the throne. No idea what I would cut to stick this in. Its lifegain will go off quite a bit with the deck too. Good and bad sometimes.
He relies too much on other things going right; as lean as this deck is, it can't handle gimmicks. Perhaps if this was built for a lower tier.
yeti1069 wrote: ↑2 years ago
Have you tried
Body Launderer yet?
I slotted it into my list and it put in serious work!
No and I didn't consider it; I haven't seen
Unforgiving One in action yet and that seems to a better pick for this deck as its styled after RDW. Marchesa is a four drop, she's the only thing I'm going to be casting on four and so other cards at the same mana value and above need 'win the game' written on them to be played. Granted, a lot of my four drops don't look like they would win but they're perfect for this deck as they're usually aggressive, evasive, indestructible and a Sac Outlet. The only exception is
Gray Merchant of Asphodel but he not only helps me win but also not lose which is pretty important when I'm going with a tempo strategy.
Changes, No Cap:
Witty Roastmaster is an
Impact Tremors on legs which only got cut from this deck because
Zulaport Cutthroat exists. Well, now Impact Tremors is a critter and that would be absolutely silly with this deck's many Armies-in-a-Can and the amount of Recursion of of Marchesa's static ability. I finally settled to axe Dross Harvester because while good and with some setup, he can be
great but a bit of collusion and he isn't so hot anymore. People unwilling to swing or block and not enough Creatures die to save my skin; or they feed deaths until I choke as I am unable to make profitable Dethroning attacks. In a way, I decided to be proactive in pressuring life totals with this change instead of finding a way to staunch my own.
I drew a Wheel and blew through it without a second thought and that left me without a hand just a few turn cycles later; meanwhile, my opponents saw more cards plus at least two of them when from a hand deficit to a full grip. This deck burns resources quickly and others have to do the same to not get completely bowled over. A Draw 7 is good for me but not so much for me when my opponents might draw into more gas after I've worn them out. A friend pointed out that if the Wheel was Piracy or
Reconnaissance Mission I would've drawn ten cards which is plenty of fuel with this deck due to the amount of free spells. He had a point and Drawing 7 each turn, every turn, sounds like a winning combination. I'm willing to test tossing out Wheels for these Draw Enchantments.
I don't own a Reconnaissance Mission but I should probably get one; I'm not too sure if it would replace Thassa's Bidet or Piracy as of yet. I don't like Bidet being an Artifact that makes it easier to destroy; however, it can force attacks which I like. I can chose to chump and open the ways for my big guys, drain people with all of the deaths with
Blood Artist or
Kardur, Doomscourge or use it to shut off utility Creatures by making them tap down. So, I'll have to weight that against its fragility and if I like it, chuck Piracy for Mission's Cycling.