4 {Temple of Silence} 4 {Overgrown Tomb} 2 {Plains} 4 {Godless Shrine} 4 {Temple Garden} 5 {Forest} 1 {Transguild Promenade}
24 lands
3 {Voice of Resurgence} 2 {Obzedat, Ghost Council} 3 {High Priest of Penance} 4 {Deathrite Shaman} 3 {Cartel Aristocrat} 2 {Angel of Serenity} 3 {Ashen Rider} 4 {Elvish Mystic}
24 creatures
1 {Whip of Erebos} 4 {Commune with the Gods} 4 {Grisly Salvage} 3 {Gift of Immortality}
12 other spells
Sideboard
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First draft. Honestly done pretty quick.
Exactly my problem with this list. I have two to pick from ( {Rescue from the Underworld} and {Obzedat's Aid}) but I am not sure what I cut and which to use. My first idea is move the voice to sidebard and add rescue since it causes double triggers. Thoughts?
{abrupt decay} in the board for sure.
The priest is stupid with gift on him and does wonders against aggro. Occasionally you can {fog} entire turns with one because they would lose too much if they attacked.
I dont like Erebos here because I cant afford too much life and should have enough action on all my turns. Also aside from occasional card draw he does nothing 90% of the time making him a dead top deck most of the time.
The troll I considered but he doesn't combo as nicely with the rest of the deck. 8 self mill should be fine to fill up my yard.
FYI if you use {whip of erebos} to bring obzedat back into play. You can use obzedat's exile ability to satisfy the exile trigger on whip.
Mind blown yet??
Thats why it's there but there isnt great synergy outside of that.
Don't think there's enough reanimator spells in the deck. Seems a little light
Yea my team is looking at where to cut to make room for {rescue from the underworld}.
Quote from: Kaleo42 on October 16, 2013, 02:16:29 PM
Yea my team is looking at where to cut to make room for {rescue from the underworld}.
Hmm...
-3 cartel artisto
+3 rescue from the underworld
Just throwing this out there, {Rescue from the Underworld} is amazing with {centaur healers}.
I need the cartel for the immortality combos and pro color can make walkers easier to deal with.
He makes for some really good turn twos. A self mill spell that pitches a land allows me to play another spell that turn. His main purpose is life gain and loss to smooth out early and late game.