This is a deck I have thrown together for next to no $ and is a ton of fun. Any ideas?
{evolving wilds}x4
{island}x6
{swamp}x9
{dimir guildgate}x4
Creatures-
{bitterheart witch}x4
Spells-
{dimir charm}x3
{murder}x4
{killing wave}x3
{barter in blood}x3
{rescue from the underworld}x2
Enchants-
{soul ransom}x2
{curse of thirst}x4
{curse of death's hold}x3
{curse of echoes}x2
{curse of the bloody tome}x3
{exquisite blood}x1
{contaminated ground}x3
Would love some feedback.
Nothing at all? Played it tonight but forgot {curse of echos} trigger about 3 times. Basically cost me the game.
So what do you have for mana ramp?
Those curses are very expensive. So if you play a fairly decent player, it could be a very long time before they come out, or if they get countered, then it's pretty much gg.
The basic idea is massive removal until the {bitterheart witche}s come out, then you curse the hell out of them, yes, you take damage up front, but if you are on top of the removal you survive. I fully admit this deck isn't winning a GP anytime soon, but it's super fun to play with friends.
Put {Dark Ritual} and {Cabal Ritual} in.
Otherwise I have a feeling you will probably be close to death before much of these cards are played.
Half of your deck cost 5 mana. That's very expensive. Drop {Murder} for {Diabolic Edict} and/or {Terror} for quicker removal.
{heartless summoning} would let you drop the witch sooner, and immediately send her to the grave so you could tutor your curses
You could play some curses outside of blue and black
Quote from: DimirOverlord1300 on November 17, 2013, 01:13:45 PM
You could play some curses outside of blue and black
At one point I had a couple red curses in it but it wasn't playing out well so I decided to commit to dimir. I'd be open to it if I found the right curse, like maybe {Curse of Exhaustion}.......?
Some enchantments like {blood reckoning} work nicely in my enchantment deck. Keeps their little creatures away long enough for you to start bringing out bigger curses. They have to think "is it worth hitting him with something so weak and getting equal (or more depending how many you have out} damage"
Also creatures that do something when they die are good creatures to stall with
{Sphere of safety}? With so many enchantments it's sooooo worth having multiples of :D they won't be able to hit you and your curses will eat them up
{Sinister possession}, costs {B} and will also hold off their weaklings at the beginning because anything their little guy does hurts them for 2
I do love that witch! Never knew it existed! O.O definitely stealing that idea xP