For most Magic software, including Magic Workstation and Cockatrice:
For MTG Arena:
For Magic Online (MTGO):
For others:
To play your deck at an official ("DCI-sanctioned") tournament you need a deck registration sheet. Here you can download such a sheet pre-filled with the cards in this deck!
Please note: This is not an official DCI service. So please always make extra sure that the sheet contains all the cards in your deck and fulfils all DCI requirements. If you notice anything wrong, please let us know. DCI is a trademark of of Wizards of the Coast LLC.
Sanguine Bond/Vizkopa Guildmage + Exquisite Blood Combo with lifegain early game and flying fatties like archangel of thune and divinity of pride.
Revelation for combo pieces, path to exile and hero's downfall for removal, a single erase for utility, thoughtseize for enemy combo disruption and early combat against aggro, revokes in the sideboard for platinum emperion and platinum angel who kind of crush this deck.
Sideboard switches out blood barons for either divinities or archangels depending on matchup, baneslayer for more air superiority, 2 more erases for instant speed enchant hate, and utter end for catch all.
Generally want to keep a hand with 3-4 land hope to draw 1 additional in first 3-4 turns. Revelation is a plus but not necessary. Rams hold the fort against aggro and early goyfs while Ajani's pridemates apply early scaling pressure while you scale up to nighthawks and then eventually divinities and angels.
Rams plus Pridemates are an extremely effective early game combination. Lifegain ticks on rams are separate meaning that each new trigger of lifegain will proc Pridemates +1/+1 counter. Add archangel of thune to the mix and you can double proc each lifegain. Double doubles!
Ram is also so much worth it's salt it's amazing. Lightning Bolt can't kill it in one hit, and neither can flame slash. Generally speaking, they will need 2 direct damage spells to deal with it if they want it gone without removal. Direct removal or enchant hate is also wasted on a 2 cmc creature with 0 power. Overall, it's an effective creature that stops a lot of early aggro in it's tracks with the added synergy of lifegain ticks on each of your turns. (And Jackson knows the fury of the mighty Thune-Ram combo first hand)
Lifegain/beatdown your opponent until combo pieces if you didn't start with any, but generally you'll win the race anyway- lifegain plus scaling beatdown can exhaust a midrange or aggro deck if you draw a good hand.
Infect is generally a problem, obviously, but enough removal and disruption early and post sideboard should help you get through the tough times and eek out a pair of wins.
Tron is also a problem since it can sometimes run Emperion which halts the combo in it's tracks. Never fear, for paths and downfalls are here. If they burned or countered the removals you had don't worry, if you can stall with emperion or platinum angel until you initiate your combo, you can't actually stop it until someone loses, which you won't with this stage set. This forces an immediate draw so you can sideboard.
This deck's best matchups are probably ground based midrange decks, tokens, or burn. You heal away any straightforward damage they can deal pretty quick, or at least stall with removal until you can. Straightforward burn especially is going to run out of gas fast and delver will cry to your nighthawk and divinity shrines before bedtime.
Lategame control is going to be your worst issue because countering 5 drops (of which there are a lot in this deck) is incredibly easy so keeping a hand with a thoughtseize is pretty much mandatory.
All in all it's a pretty fun deck with a few twists and turns that throw a wrench in anybody's engine. It has a slick mechanic, easy and powerful playstyle and interesting interactions with other decks. (For example if your combo pieces are out they can't thoughtseize you because they would die instantly.)
2-sided (coin flip) | |
---|---|
6-sided (d6) | |
20-sided (d20) | |
Sides: |
Double-click to open card details.
Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Additional Probabilities |
Compare | Revision | Created | By | |||
---|---|---|---|---|---|---|
» | Revision 3 | January 20, 2015 | AxeBadger | |||
Revision 2 | January 20, 2015 | AxeBadger | ||||
Revision 1 | January 13, 2015 | AxeBadger |