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Decks (Magic The Gathering) => Standard => Topic started by: Kaleo42 on October 16, 2013, 12:04:24 AM

Title: The Rite Combo
Post by: Kaleo42 on October 16, 2013, 12:04:24 AM

The Rite Combo

60 cards, 0 sideboard


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
Title: Re: The Rite Combo
Post by: Kaleo42 on October 16, 2013, 12:04:49 AM
First draft. Honestly done pretty quick.
Title: Re: The Rite Combo
Post by: Kaleo42 on October 16, 2013, 01:33:39 AM
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?
Title: Re: The Rite Combo
Post by: Kaleo42 on October 16, 2013, 02:17:08 AM
{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.
Title: Re: The Rite Combo
Post by: Leevai420 on October 16, 2013, 01:17:07 PM
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??
Title: Re: The Rite Combo
Post by: Kaleo42 on October 16, 2013, 02:04:42 PM
Thats why it's there but there isnt great synergy outside of that.
Title: Re: The Rite Combo
Post by: Pirate John on October 16, 2013, 02:11:03 PM
Don't think there's enough reanimator spells in the deck. Seems a little light
Title: Re: The Rite Combo
Post by: 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}.
Title: Re: The Rite Combo
Post by: Pirate John on October 16, 2013, 02:27:48 PM
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}.
Title: Re: The Rite Combo
Post by: Kaleo42 on October 16, 2013, 02:59:56 PM
I need the cartel for the immortality combos and pro color can make walkers easier to deal with.
Title: Re: The Rite Combo
Post by: Kaleo42 on October 16, 2013, 03:51:33 PM
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.