Hi all,
My first own creation in here(first posted that is:P)
Deckname is under construction.
This deck has massive card advantage, and cheats its creatures in play.
Ascension comes online unbelivealy easy, and though it is pretty heavy GY dependant, it can go down the beatdown-Ascension route instead of abusing GY.
It is easily capable of pulling turn 3-4 kills of, and is pretty resillient to all but swords.
Combo preboard is a mss, but since M. tutor is banned soon, i think in my meta, combo will be less played for a while.
Without further ado:
Venghastly Ascension
Creatures
4 Birds of Paradise
4 Bloodghast
4 Dark Confidant
4 Nest Invader
4 Putrid Imp
4 Tarmogoyf
4 Vengevine
Spells
4 Cabal Therapy
Enchantments
4 Beastmaster Ascension
4 Bitterblossom
Lands
4 Bayou
4 Forest
1 Marsh Flats
2 Misty Rainforest
1 Overgrown Tomb
3 Swamp
4 Verdant Catacombs
1 Volrath's Stronghold
1 Wooded Foothills
This is what i will be playing at our next weekly tourney, and need some input for improving the deck.
ATM Bitterblossom seems like the worst card in the deck, but since i have no chance of testing before tuesday i have only goldfished. And there it seems underwhelming! But perhaps it shines IRL.
Sample(god) hands:
land, land, bird, imp, goyf, Vvine, Vvine, Bloodghast.
T1 land, bird, go.
T2 play imp, discard Bghast, play land bringing ghast to play, discard both vines and play goyf returning double vines.
Before hating it try goldfishing or workstation it
to be continued... (its late here in denmark)
but if they counter the bird, and the next turn imp ur screwed so otherwise it ain't bde :P
But you can almost play this in extended^^
Vengevine says when you "cast" the 2nd creature spell. Bloodghast says "return" it to the battlefield. I don't think the two interact.
If I'm wrong, I'd most certainly run Entomb. It sets up both Bloodghast and Vengevine. I'd consider running Stinkweed Imp at that point, since it's a tutorable "removal" spell.
Beastmaster Acension looks win-more and is a god awful topdeck. I'd cut that.
Putrid Imp and Nest Invader look awful in here, too.
I can't see how this would be better than dredge or even the wild zombies with zombie infestation+ horror and bloodghast. I think there are more powerful stragies you can run whe you open yourself up to gravehavte.
I have a similiar deck that runs Buried Alive and black one drops. But yeah, Buried Alive makes this deck work and my build is actually pretty strong so the overall idea isn't that bad.
Originally Posted by Vacrix
throw link to your buried alive deck.
thing about this deck is that it is not dredge. It is not supposed to be.
Both ghast and vine are playable in this by casting it and straight op aggro is often the solution rather than totally relying on your GY.
Some sort of cantripping critter might be added, maybe even wittnes.
But current decklist is what i will be going with on tuesday and will report if it is infi fail or actually decent.
Main idea is to have a fast, entertaining deck that is not a net deck.
Please give constructive critism, not just" this autolooses" or stuff like that.
Smallpox was considered in the bblossom slot for removal, discard outlet and setting back your opponent
I think you've got the start of a nice idea here, but it needs some tuning. I would build more along the lines of:
4x Bloodghast
4x Vengevine
4x Squadron Hawk
4x Ranger of Eos
4x Birds of Paradise
4x Loam Lion
4x Cabal Therapy
4x Survival of the Fittest
1x Squee, Goblin Nabob
1x Big Game Hunter
1x Loaming Shaman
1x Genesis
4x Wasteland
3x Verdant Catacombs
3x Windswept Heath
3x Savannah
3x Bayou
4x Forest
2x Plains
2x Swamp
Buried Alive and Entomb should probably be in there too, and I'm sure some of the numbers are off, and its missing Doran and Tarmogoyf, but that build will kick a lot of Vengevines out of the graveyard and keep your hand full of dudes, as well as providing a way to put critters like Bloodghast and Vengevine into your yard in the first place.
Just looking at these lists makes me want Survival, but that's me.
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