February 18, 2012, 12:00:54 AM
Dark Sacrifice - From flashback parlor to human sacrifice
Welcome to the second deck we’re building on “Evolving Preconsâ€! You guys voted on Dark Sacrifice, a scary white and black deck that focuses on sacrificing Humans. Mmm, tasty. There are a couple of cards in Innistrad that benefit from creatures dying, and Dark Ascension ups the notch.
Let’s see the decklist:
Dark Sacrifice v.1.0
Lands
1
Haunted Fengraf12
Plains11
SwampCreatures
1
Champion of the Parish1
Disciple of Griselbrand2
Doomed Traveler2
Elder Cathar2
Elguad Inquisitor3
Falkenrath Torturer1
Fiend of the Shadows2
Galvanic Juggernaut1
Mausoleum Guard1
Selfless Cathar1
Skirsdag Flayer2
Unruly Mob2
Village Cannibals1
WakedancerOther Spells
2
Altar’s Reap1
Avacyn’s Collar2
Death’s Caress1
Demonmail Hauberk3
Gather the Townsfolk1
Gravepurge1
Lingering Souls2
Night Terrors1
Unburial RitesAt first glance, here are some of my thoughts.
I think it’s interesting that the
Haunted Fengraf was put there. A nonbasic land that helps with our plans? Yes, please!
b.
Champion of the Parish provides both a blessing and a dilemma. A blessing because he is strong and will win games for us. A dilemma because he costs like $4 right now. I think that he can be easily acquired (event deck, Innistrad rare) but I may end up cutting him.
c. The deck looks fun to play. I can’t wait to sacrifice humans to put +1/+1 counters on my creatures, destroy opposing creatures, and grind out that incremental advantage.
d. There are a lot of obvious inclusions to the deck that we’ll be adding.
So yeah; here are my results and the improvements that follow.
Game 1 - R/U Flashback
He gets out an early
Delver of Secrets, but he doesn’t transform it. My first turn play is a
Lingering Souls. I soon attack with them, and he trades with one using his flipped Delver. I then try a
Wakedancer with morbid. I attack, then he goes down to 16. He soon plays a
Beguiler of Wills, and with all of my low-power creatures, I know I’m in for a rough time.
I control my board, however, by casting a
Galvanic Juggernaut and equipping a
Demonmail Hauberk to it. Sacrificing excess creatures seems good in this deck. He tries to go aggro, with a
Runechanter’s Pike equipped Delver. I charge with my 9/7 Juggernaut, then
Death’s Caress the Delver to untap the ‘naut. His Beguiler ends up chumping my Juggernaut and dying. He then resigns, having no way to kill the ‘naut.
1-0 (1-0)
Game 2 - Valadin’s Neverending Depression
I get out a quick
Unruly Mob with some Falkenrath Torturer)s to back it up. He gets out some morbid and
Birthing Pod. He makes a synergistic play:
sac
Ulvenwald Bear, play
Undying Evil.
Get out
Festerhide Boar, enters battlefield as a 5/5, bear comes back with +1/+1 counter, make the Boar 7/7.
Yeah.
Wait. I manage to get my Mob to 5/5, and then I luck out a
Skirsdag Flayer. He
Tragic Slips the Flayer (insert mad symbol), then attacks with his two Boars (one 7/7, one 5/5). I manage to trade with the 7/7 boar, but he still deals 5 scary damage to me with his other Boar and pods it into a
Vorapede.
Me? All I manage to do is
Unburial Rites the Flayer. He then
Tragic Slips the Flayer again (still inserts mad symbol). I concede.
1-1 (1-1)
Game 3 - Wally’s Green/Black Infect
My opponent starts the game off mana-screwed. I start the game off with an attacking 5/4 flying
Falkenrath Torturer. He eventually goes down to 8, then 2. He tries to stall with a
Glissa, the Traitor, but I sac a
Galvanic Juggernaut for the win.
2-1 (2-1)
Wow, 2-1 for a precon! The previous deck I only got 1-2s. This is a sign that the deck is quite powerful off the box.
Time for me to meddle with it...
OUT: 1
WakedancerIt’s just a weak card that we don’t really want to see in the deck. I prefer humans over zombies. If we don’t get morbid right, it’s a bad card. If we do get morbid, it’s mediocre (compare to
Blade Splicer).
OUT: 2
Night TerrorsI had this card in hand every single game and didn’t cast it. Why? I wanted to use my mana for stuff that actually interacted with my gameplan, i.e. casting and saccing creatures.
OUT: 2
Death’s CaressThe good thing is, it’s removal. The bad thing is, it’s bad removal. 5 mana? We can do something much, much better than the Caress.
OUT: 2
Village CannibalsThe point is, I feel like the
Unruly Mob is better because we’re not only sacrificing Humans, we’re sacrificing other stuff too, as shown in Game 3. I may change this later, however, if the deck becomes more Human-based.
OUT: 1
Unburial RitesMy big problem with Unburial Rites is that I’m using it to bring back creatures like
Falkenrath Torturer and
Unruly Mob. Point is, I’m not getting the full value out of this card. It’s out.
8 cards out! Let’s see what we do to the new slots.
IN: 4
Tragic SlipThe auto-include. Tragic Slip lets you get rid of small utility creatures as a base effect and kills basically everything with morbid. All at 1 mana.
IN: 1
Gather the TownsfolkOnce again, we need 4 copies. The Townsfolk provide easy human sacrifice as well as a game-winner if your back is on the edge.
IN: 2
Skirsdag FlayerThe Flayers are extremely useful. They got some bad luck on Game 2, but I’ll be happy to pay 4, sacrifice one of my Human tokens from Gather the Townsfolk, and kill an opposing creature.
IN: 1
Galvanic JuggernautI have been pleasantly surprised about the Juggernaut. It has a fat body we need to win games as well as basically having vigilance. Oh, and it only costs 4 mana. It’s great.
Here’s the new list:
Dark Sacrifice v.1.1
Lands
1
Haunted Fengraf12
Plains11
SwampCreatures
1
Champion of the Parish1
Disciple of Griselbrand2
Doomed Traveler2
Elder Cathar2
Elguad Inquisitor3
Falkenrath Torturer1
Fiend of the Shadows3
Galvanic Juggernaut1
Mausoleum Guard1
Selfless Cathar3
Skirsdag Flayer2
Unruly MobOther Spells
2
Altar’s Reap1
Avacyn’s Collar1
Demonmail Hauberk4
Gather the Townsfolk1
Gravepurge1
Lingering Souls4
Tragic SlipI’ll see you soon with new improvements and matchups.
Feedback and suggestions please!
Last Edit: March 02, 2012, 11:33:22 PM by Prophylaxis