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Niv-Mizzet Reanimation (MtG)
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Turn 1: Swamp, Dark Ritual, Entomb the Firemind, Animate Dead it Turn 2: Island, Curiosity, tap, win. The Djinn is kinda out of place...ideas on replacing it? Feldon's Cane gets subbed in for Reach through Mists in multiplayer. I only have 60 cards in this deck so I'll have to get my graveyard (which will probably be filled up with discarded cards from the excess of the cards I drew with Curiosity) back at one point so I can continue killing. |
hmm...i would suggest maybe...
Either: -2 Djinn Illuminatus -2 Lore Broker/Gigadrowse (can't decide which one's in excess[sp]) +4 Accumulated Knowledge Or: -2 Djinn Illuminatus +2 Twisted Justice anywho...i'm not seeing a 2 turn kill with that... I'm seeing 2 damage here...4 damage at most |
Lore Broker is in excess. Mmmhmm...
Firemind enchanted with Curiosity. Tap. Draw a card. Firemind does one damage. Because Firemind did one damage, Curiosity kicks in and I get to draw another card. And because I drew another card, Firemind does another one point of damage. And because Firemind damaged my opponent again, I get to draw another card. And because I drew another card............ And it keeps going until I deck out... |
oh duh XD so unless they kick in an infinite life combo within turn 2 they'd be screwed XD
of course Cranial Extraction'll completely screw this deck over but not many people actually run them from what i see and this is casual play right? otherwise you gotta do something about the Entomb |
I've yet to see anyone running Cranial Extraction as well. But I'm sure I'll be seeing Leyline of the Void at my school's metagame eventually. I'll pretty much have to forfeit on the opening turn.
And yeah, this is casual. There aren't any tournaments within a close enough distance. Quote:
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Might want to try a couple Megrims out with the abuse of Lore Broker. And if you're gonna go the route of Megrim, you might want to try talking to crazy people (Consult the Necrosages). Underworld Dreams works pretty nicely here too. Try working in 2 Negrim, 3 crazy people, and 2 Underworld Dreams. Say you control Lore Broker, Negrim, and Underworld Dreams. You tap Lore Broker. Everyone draws, then discards. Every opponent loses 3 life. Life totals go down very quickly that way :)
Against all that stuff, you might want to sideboard a Counterspell or three. |
i'd say more of 2 Megrims and 2 Underworlds, but only if you don't want to run so many Tutors, besides, he's running 4 Compulsive Researches, which has more potential than the Consult...that'd be 5 damage minimum with possible 7.
(Possible) -4 Tutors (2 of each would be my personal choice though) +2 Megrim +2 Underworld Dreams of course, if you wanna have some fun with Niv Mizzet and Underworld Dreams, you might wanna go ahead and slap Teferi's Puzzle Box in the Sideboard |
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I totally forgot about the puzzle box. Wow, that's a lot of damage. |
I've scrapped this deck now. People got pissed. And the combo isn't even that hard to break...
Anyway, this is what I've been putting together since. Quote:
This pretty much revolves around rat tokens created by Marrow-Gnawer. Fallen Angel, Thoughtpicker Witch, and the two Orzhov legends all take advantage of them. Dross Harvester takes advantage of their deaths. Glorious Anthem is there to defend against sharpshooters and tremor (and other similar cards). Culling the Weak and Dark Ritual are there for acceleration obviously. And just to clarify to some people out there, tokens do go to the graveyard before getting removed from the game which means Teysa makes a white spirit token each time I kill a rat and Dross Harvester gives me some life gain. Originally, this was WBG for Selesnya, Orzhov, and Golgari, but green didn't do too much for me so I dropped it. Well...it looks fine to me on paper, but that doesn't really mean anything. And this is for casual play. No regards for banned or restricted cards. Suggestions? Comments? Insults? |
What a shock that people get pissed when you play 4x Demonic Tutor. Good jesus, that's just mean.
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The deck doesn't effectively use most of the cards it plays. I don't understand how 4 tutors really does much, since there's nothing "broken" in the deck that can be fetched with it.
Your deck design is too narrow; it's all predicated on getting one or two cards out together and then usually putting a third card in that creates synnergy between the lot. The strategy itself is easily disrupted, which is why it can look OK on paper, but doesn't really do anything in actuality. What is it you want to accomplish with the deck? Or is it merely built on crazy 4-card interactions that don't immediately win you the game? The latter will not prove successful. The former is not apparent. |
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