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Other => Deck Comments => Topic started by: Comment Bot on April 07, 2016, 02:50:11 am
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This is the comment topic for 13 Life Win (http://deckstats.net/decks/11173/462290-13-life-win).
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Triskaidekaphobia (http://cards.deckstats.net/magiccard.php?lng=en&card=Triskaidekaphobia) is an interesting card, but it is dangerous (http://cards.deckstats.net/magiccard.php?lng=en&card=Dangerous), too. I won one of my match-ups 2-0 at the pre-release, because I healed myself (I was at 13) and got my opponent down to 13. His own card killed him. I'd think about putting some instant speed heal (http://cards.deckstats.net/magiccard.php?lng=en&card=Heal) in the deck, so you can make sure you don't get taken out by your own enchantment.
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Dazzling reflection (http://cards.deckstats.net/magiccard.php?lng=en&card=Dazzling+Reflection) in the sideboard I think is the answer you're looking for...
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You could incorporate the accursed witch (http://cards.deckstats.net/magiccard.php?lng=en&card=Accursed+Witch) into the deck and do some heavy life link and drain with a W/B deck. Alms of the vein (http://cards.deckstats.net/magiccard.php?lng=en&card=Alms+of+the+Vein), wayward disciple (http://cards.deckstats.net/magiccard.php?lng=en&card=Wayward+Disciple), chaplain's blessing (http://cards.deckstats.net/magiccard.php?lng=en&card=Chaplain%27s+Blessing), silver strike and even shamble back (http://cards.deckstats.net/magiccard.php?lng=en&card=Shamble+Back) depending on how you play black. There are many combinations depending on how you run the deck.
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For instant speed heal (http://cards.deckstats.net/magiccard.php?lng=en&card=Heal) or lifeloss there are 4 Anguished Unmaking (http://cards.deckstats.net/magiccard.php?lng=en&card=Anguished+Unmaking) and 4 Merciless Resolve (http://cards.deckstats.net/magiccard.php?lng=en&card=Merciless+Resolve) (which kills me a creature for drain life (http://cards.deckstats.net/magiccard.php?lng=en&card=Drain+Life)) in the deck. The Problem with Accursed Witch (http://cards.deckstats.net/magiccard.php?lng=en&card=Accursed+Witch) is (besides 4 Mana), that it triggers at the beginning of the opponents upkeep and I can´t control it from that point. Alms of the Vein (http://cards.deckstats.net/magiccard.php?lng=en&card=Alms+of+the+Vein), Chaplain's Blessing (http://cards.deckstats.net/magiccard.php?lng=en&card=Chaplain%27s+Blessing) and Shamble Back (http://cards.deckstats.net/magiccard.php?lng=en&card=Shamble+Back) unfortunately all have sorcery speed. But Dazzling Reflection (http://cards.deckstats.net/magiccard.php?lng=en&card=Dazzling+Reflection) is a good point. I will test it.
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Well angelic purge (http://cards.deckstats.net/magiccard.php?lng=en&card=Angelic+Purge) is a white card that can destroy enchantments (So that solves the accursed witch (http://cards.deckstats.net/magiccard.php?lng=en&card=Accursed+Witch) problem). Also silver strike destroys attacking monsters and gives you health at INSTANT speed. Tenacity (http://cards.deckstats.net/magiccard.php?lng=en&card=Tenacity) and grotesque mutation (http://cards.deckstats.net/magiccard.php?lng=en&card=Grotesque+Mutation) also gives your creatures life link at instant speed if you're interested on focusing on your creatures a bit. What colors is your deck primarily? Are you even running a W/B deck or is it going to be some other Black colored deck?
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You are right about Accursed Witch (http://cards.deckstats.net/magiccard.php?lng=en&card=Accursed+Witch). Thank you ;) I replaced Pious Evangel (http://cards.deckstats.net/magiccard.php?lng=en&card=Pious+Evangel), because he seems too clumpsy in this deck. Silver Strike costs 4 Mana. This is too expensive and I don't know what to hrow out of the deck for it. I don't want to make a white weenie deck so I don't think Tenacity (http://cards.deckstats.net/magiccard.php?lng=en&card=Tenacity) or grotesque mutation (http://cards.deckstats.net/magiccard.php?lng=en&card=Grotesque+Mutation) will fit here. The deck should be B/W with a slightly focus on black.
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So you'd want to focus more on the spell damage until they get into that sweet "13 Range".
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Exactly. It's a bit tricky, but it should be quite possible to force your opponent into that 13 range. Only 7 damage / lifeloss is very easy and should be done very fast (turn 4/5/6) in this deck. From that point it's more a control game. You can also decide to just bring him down to 0 life, but this should be much harder because at a certain point your opponent should stablilize himself. Also it's a lot of fun to play with fire (http://cards.deckstats.net/magiccard.php?lng=en&card=Fire) and the risk of killing yourself is a bit of a kick in this deck :)
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That's why at my store's booster draft I ran TWO in my deck. Either I played them or it helped trigger my delirium (http://cards.deckstats.net/magiccard.php?lng=en&card=Delirium).
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What about making a combo of Tainted Remedy (http://cards.deckstats.net/magiccard.php?lng=en&card=Tainted+Remedy) and using Healing Hands (http://cards.deckstats.net/magiccard.php?lng=en&card=Healing+Hands) on the opponent? :D
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@seanzgt that would work. Either the enchantment kills them or your healing spells do it for you.
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The Problem with tainted remedy (http://cards.deckstats.net/magiccard.php?lng=de&card=Tainted+Remedy) is that nothing in this deck gives the opponent Life except our 13 Life winoption Enchantment :) i don't think this combo will fit here in this deck.
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Well if you played a Mardu deck then you could just play life gain spells (that say "TARGET PLAYER"), a few gibbering fiend (http://cards.deckstats.net/magiccard.php?lng=en&card=Gibbering+Fiend) and then let the enchantment win the game for you.
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We don't have that much lifegain spells with "TARGET PLAYER". And splashing red only for Gibbering Fiend (http://cards.deckstats.net/magiccard.php?lng=en&card=Gibbering+Fiend) isn't a good idea. The Problem is delirium (http://cards.deckstats.net/magiccard.php?lng=en&card=Delirium). This is not so hard to reach in this deck, but it's too inconsistently.
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Edit: Removed 3 Accursed Witch (http://cards.deckstats.net/magiccard.php?lng=en&card=Accursed+Witch) --> Too slow. Too Mana intensive. Not so hard too flip but needs support.
Added: 2 Liliana, Heretical Healer (http://cards.deckstats.net/magiccard.php?lng=en&card=Liliana%2C+Heretical+Healer) --> Flips very easy in this deck and get us back all our creatures on the battlefield :)
Added: 1 more Ayli, Eternal Pilgrim (http://cards.deckstats.net/magiccard.php?lng=en&card=Ayli%2C+Eternal+Pilgrim) --> You want her in turn 2 and if you draw another one you can discard her with Liliana, Heretical Healer (http://cards.deckstats.net/magiccard.php?lng=en&card=Liliana%2C+Heretical+Healer), or sac one for drawing cards or wait till your opponent kill the first one and he will kill her ;)
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Ok so you know what changes needed to be made were. So is this definitely going into a deck or is it just an idea for you at the moment? Also besides black what are the definite colors that you'll want to add to this deck? I played with the spell and it didn't become relevant until I got them at 13 life. But the card is definitely a good scare tactic for anyone you play it against. W/B would be a good way to keep your health up and maintain control over the opponent and the flow of the game. B/R would be good to just burn them. The good thing about B/R is that even if you burn them down to 12 or lower by "accident" you'll still be in a good position to win.
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This is definitely going into this deck. I will play it this friday on the FNM. Also I will stay in B/W. Only in these colors you have the chance to control your own lifepoints and your opponents lifepoints to not accidentally kill yourself and to stabilize your opponent around 13. The card is the main thread in the deck and every opponent is forced to play around it. Should the opponent go below 10-11 life it becomes a 10 round clock. Your own lifeloss doesn't matter, because you drain your opponent enough. Damnable Pact (http://cards.deckstats.net/magiccard.php?lng=en&card=Damnable+Pact) functions often as a finish spell in the late game (Your opponent draws 6 cards and loses 6 life ^^). I also removed Angelic Purge (http://cards.deckstats.net/magiccard.php?lng=en&card=Angelic+Purge), because it is too slow and 12 Sac Spells are too much. Ayli, Eternal Pilgrim (http://cards.deckstats.net/magiccard.php?lng=en&card=Ayli%2C+Eternal+Pilgrim) and Merciless Resolve (http://cards.deckstats.net/magiccard.php?lng=en&card=Merciless+Resolve) is enough. Therefore I added 4 Gideon, Ally of Zendikar (http://cards.deckstats.net/magiccard.php?lng=en&card=Gideon%2C+Ally+of+Zendikar) who synergises perfect with the ally lifedrain plan and also provides fodder for Westvale Abbey (http://cards.deckstats.net/magiccard.php?lng=en&card=Westvale+Abbey). I want to win primary with Triskaidekaphobia (http://cards.deckstats.net/magiccard.php?lng=en&card=Triskaidekaphobia), but you always need a Plan B or C or D :) I don't see the enchantment in a B/R deck, because B/R don't need such things. You don't want to control the opponents lifepoints in B/R, you just want them go to zero.
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True but that's where for me the plan B,C and D comes in handy. I was once at an FNM tournament with my Rakdos deck and I played against two U/B mill decks (one focused on Jace and the other on artifacts). I lost to one because I was unable to attack with any of my creatures (the artifact build) due to an enchantment that they had. The Jace deck was straight mill spells. The artifact deck I lose to but I always got the guy down to at least 7 life before getting milled out both times. The Jace deck I beat because I burned him out and the last round I went all out aggro and then used burn spells such as morgue burst (http://cards.deckstats.net/magiccard.php?lng=en&card=Morgue+Burst). Certain colors are DESIGNED to run in certain fashions but the reason why I won my game was because I took that color combo and made it do something that no one expected. Remember, you decide how the deck runs not the cards or anyone else. If you want an Aggro W/U deck then go for it, if you want a R/W Control deck then by all means try it if it'll work. That's the beauty of experimenting, you never know what you'll get until you try it.
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Your deck was selected as our DeckStats.net deck of the week this week! Congratulations! :)
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@MKS-Chicken, congrats man, guess this means your deck doesn't need much more work to it ;)
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Thank you very much ;)
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The 1 Evolving Wilds (http://cards.deckstats.net/magiccard.php?lng=de&card=Evolving+Wilds) is for......what?
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This is the version i built, if you are interested. http://deckstats.net/decks/48557/467087-tricky-nemesis/en
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@Mat Montgomery: I like the Ally Theme also with Ally Encampment (http://cards.deckstats.net/magiccard.php?lng=en&card=Ally+Encampment). But I don't get Chaplain's Blessing (http://cards.deckstats.net/magiccard.php?lng=en&card=Chaplain%27s+Blessing). What is it good for except you gain 5 life?
@Yuto Kigai: The 1 Evolving Wilds (http://cards.deckstats.net/magiccard.php?lng=en&card=Evolving+Wilds) is for Color fixing, because you need double B for Liliana, Heretical Healer (http://cards.deckstats.net/magiccard.php?lng=en&card=Liliana%2C+Heretical+Healer) and double W for Gideon, Ally of Zendikar (http://cards.deckstats.net/magiccard.php?lng=en&card=Gideon%2C+Ally+of+Zendikar). Also it could help you shuffle your deck, if you only draw lands for example.
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@Mat Montgomery: I like the Ally Theme also with Ally Encampment (http://cards.deckstats.net/magiccard.php?lng=en&card=Ally+Encampment). But I don't get Chaplain's Blessing (http://cards.deckstats.net/magiccard.php?lng=en&card=Chaplain%27s+Blessing). What is it good for except you gain 5 life?
@Yuto Kigai: The 1 Evolving Wilds (http://cards.deckstats.net/magiccard.php?lng=en&card=Evolving+Wilds) is for Color fixing, because you need double B for Liliana, Heretical Healer (http://cards.deckstats.net/magiccard.php?lng=en&card=Liliana%2C+Heretical+Healer) and double W for Gideon, Ally of Zendikar (http://cards.deckstats.net/magiccard.php?lng=en&card=Gideon%2C+Ally+of+Zendikar). Also it could help you shuffle your deck, if you only draw lands for example.
I run it due to the fact that i am not running only allies as my creatures. It is esentially to allow you to not block a few times to get the most benefit out of your allies. It also helps prevent dying from your own triskaidekaphobia (http://cards.deckstats.net/magiccard.php?lng=en&card=Triskaidekaphobia). Also many opponents will get frustrated if turn three you are at 30 and have some 2 drop creatures out.
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Well if you add retreat to emeria (http://cards.deckstats.net/magiccard.php?lng=en&card=Retreat+to+Emeria) in this deck or even retreat to hagra (http://cards.deckstats.net/magiccard.php?lng=en&card=Retreat+to+Hagra) you can pop out Kor tokens every time you hit a land drop and trigger your allies. Even when the token dies your opponent will lose health (losing health and "taking damage" are different so keep this in mind). Also the retreat to hagra (http://cards.deckstats.net/magiccard.php?lng=en&card=Retreat+to+Hagra) gives you the extra life drain effect as well. You may not be that interested in running too many enchantments but if you add more evolving wilds (http://cards.deckstats.net/magiccard.php?lng=en&card=Evolving+Wilds) (and maybe even warped landscape (http://cards.deckstats.net/magiccard.php?lng=en&card=Warped+Landscape)) then you can get multiple land drops per turn. What are your thoughts on this?
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@G.Moto Good alternative if you dont have gideon, means I have no Gideons ^^"
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Which means both these enchantments, (+) kalastria healer (http://cards.deckstats.net/magiccard.php?lng=en&card=Kalastria+Healer) and zulaport cutthroat (http://cards.deckstats.net/magiccard.php?lng=en&card=Zulaport+Cutthroat), (+) bloodbond vampire (http://cards.deckstats.net/magiccard.php?lng=en&card=Bloodbond+Vampire) and serene steward (http://cards.deckstats.net/magiccard.php?lng=en&card=Serene+Steward), (+) drana's emissary (http://cards.deckstats.net/magiccard.php?lng=en&card=Drana%27s+Emissary) and cliffhaven vampire (http://cards.deckstats.net/magiccard.php?lng=en&card=Cliffhaven+Vampire) = ALL the life drain! Also adding nirkana assassin (http://cards.deckstats.net/magiccard.php?lng=en&card=Nirkana+Assassin) and tandem tactics (http://cards.deckstats.net/magiccard.php?lng=en&card=Tandem+Tactics) would be a nice combat trick.
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At the end, this is a fun deck. Maybe it could be easy to bring the opponent to 13 but its way more difficult to stay him there. Just need to tap a painland or playing the same cards as you (Allies with lifegain effects) or the best, he attacks you that you stand on 13 and now its your turn...
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Sounds like fun. Personally I'm a patient player (who also tries to budget his spending) so I try to shy away from the ubber expensive cards if I can help it. But mana fixing and using cards such as swell of growth (http://cards.deckstats.net/magiccard.php?lng=en&card=Swell+of+Growth) that let me drop creatures on my opponent's turns are right up my alley. I'm not sure if the other colors are capable of this feat but it's definitely worth looking into.