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They just keep comin' back! (DM)
This is a graveyard control deck I designed earlier, focused on keeping your creatures in the zone. The graveyard is near empty.
4x Marrow Ooze, the Twister 4x Bloody Squito 4x Amber Piercer 4x Shadow Moon, Cursed Shade 4x Grim Soul, Shadow of Reversal 4x Jack Viper, Shadow of Doom 4x Terror Pit 4x Dark Reversal 4x Corpse Charger 4x Ghost Touch Jack here's my big man. Once he's out, all the ghouls will be screaming "Yay! Jack's here to save our butt!". And as the title suggests, the creatures will keep coming back for more. PLAYTESTED Playtest Comments against a randomly built Light deck: Well the game started off fast, with this deck quickly summoning the Bloody Squitos and the Marrow Oozes. The opponent's blockers, however, were slowing down my victory (pointer: Need to work on power). A few turns later, Jack was in the house, and boy did those Squitos love defending me against Ladia Bale and knowing that they'll be back later. Unfortunately, Holy Awe helped Ladia destroy my Jack, and my Squito population was decreasing. Luckily I had some evo bait left, and WHAM! Jack was back, with a new knack of letting me win this one. Things to think about: Giving more power to my creatures for longer last Considering going 2/3 civ (what Mullet said) Cards to think about adding in: Bat Doctor, Shadow of Undeath Other civ creatures Updates: Dream Pirate for Shadow Moon |
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Wow, that was a lot of help.</sarcasm>
What would you suggest? |
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I posted my deck. Now that's a DM deck. Go rate/fix it.:P |
I already have.
What civilizations do you think would suit this sort of deck? As I said on your thread, I'm more of a rush type of person, and I'm new to the control deck world. |
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I think the problem with this deck is the same as the last one. You have so much focus on recovery you lack offense. Your Ghost Evo bait all costs more than Jack viper. Evolutions are hard enough to keep on the field without the bait costing more. Heck, I had a hard time keeping Jack on the field back when I ran him with Lone Tear and Wailing Shadow. You're creatures lack offense and Shadow Moon is too slow to be active enough. Even with the little bit of mana accel you get from Corpse Charger, you won't be able to play your shadow moons until at lest turn 4 or five, by which time your opponent is more than capable of Coriling it or destroying it. and due to his cost, it will be some time before you are capable of playing more than one per turn.
I ran a Jack Viper deck that sad to say was faster, more efficient, and had the offense you lack. and sad to say, as Mullet already stated, the mono civ has lost power nowadays. back when Survivors was new it was good. once Stompatrons came out it was all over. |
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