-1
Decree of Pain+1
Blood on the SnowThe amazing amount of draw you get from Decree if Pain is great but the 8 mana cost is too much for me and I'm trying to lower my avg mana cost. Also -2/-2 on cycling with 5 mana is just not enough for me. I need -3/-3 at least for it to viable at that cost.
Blood on the Snow is lower cost and, as a bonus, has a chance to return a card if I have enough snow lands. I was wasn't sure if it was worth buying snow lands just for this; but when I saw that Sorin is 6 mana and this card can potentially return my planeswalker and not just creature: I just had to add this card to the deck.
-Islands & Swamps
+Snow-Covered Islands & Snow-Covered Swamps
(for the
Blood on the Snow - I probably could just spend the money I use to buy all these snow lands on a
damnation or
toxic deluge but I would much rather have lots of semi-expensive cardboard than few more-expensive cardboard)
-1
Bonder's Ornament+1
Replicating Ring8 Replicated Ring Token
5 Mana for 1 draw is a bit to much and rarely gets used. Also I added
Bonder's Ornament as a gimmick for rewarding (and benefiting from) my other decks being used against me in a game irl. It's just a small gimmick so I don't feel bad for removing it.
Replicating Ring just because it's a snow card. Getting 9 rings is not unheard of in a 4 player game if you get it early in the game. Even if you don't get the replicated rings, it's still a 1 mana per turn for 3 mana like most mana rocks.
-1
Mutilate+1
Dead of WinterDead of Winter is 1 mana less than
Mutilate and does almost the same thing. (unless snow creatures becomes meta and other people start using snow creatures)
-1
Dark Prophecy+1
Herald's HornHerald's Horn is not a better card than
Dark Prophecy imo. But
Dark Prophecy keeps lowering my health too much. That 1 life cost doesn't seem like much but over the course of a game, it adds up. I don't like how I don't get to choose when I draw and when I don't. I'm forced to lose life and draw everytime one of my creature dies. Also the draw is not stable: I draw a whole bunch at once when (most/all) my creatures die and then go a few turns without getting any draws from it.
Herald's Horn smooths out the mana cost and has potential to draw 1.
-1
Crippling Fear+1
Yahenni's ExpertiseBoth equal cards.
Crippling Fear lets you keep your assassins.
Yahenni's Expertise lets you cast a spell with cost 3 or less. Currently, I favour
Yahenni's Expertise because assassin's are not good at swarming and they are also not getting at staying on the field for a long a time: so the benefits of
Crippling Fear is not great. I'll probably keep switching between these 2 cards and see what works better.
-1
Increasing Ambition+1
Beseech the QueenThe reason I played
Increasing Ambition was because it's 3 tutor cards that take up only 1 card slot in the deck: meaning I didn't have to play more tutor cards. But the 5 mana cost is too high and I rarely play it for it's 8 mana flashback.
Beseech the Queen is cheaper in mana. You are limited cards with cmc <= total amount of lands you control but why would you add a card with higher cmc if you don't have enough lands to play it in the first place.
-1
Opportunity+1
Damnable Pact Damnable Pact is more flexible: you can draw 3 or 5 depending on the situation. Also you have the option to burn your opponent to death if their life is within ko range.
-1
Arcane Signet+1
Dowsing Dagger // Lost Vale2 0/2 green Plant creature tokens with defender
This is probably a bad decision. After adding
Replicating Ring, I realized that all my ramps has the potential to make more than 1 mana - except for
Arcane Signet. So I added
Dowsing Dagger.
Dowsing Dagger // Lost Vale is basically a restrictive version of
Gilded Lotus. You get 3 mana per turn for 4 mana cost. You have to damage the opponent with it so people play
Sword of the Animist over this card. But because
Etrata, the Silencer is our commander, it's pretty use to fulfil the conditions for this card's transformation. The two 0/2 defenders is not too bad since we are running so many board wipes and our deck focuses on creature removal/destruction anyway.
Dowsing Dagger // Lost Vale is a bad card. But it happens to be a decent card in this deck.
-1
Temple of the False God+1
Thespian's StageDrawing
Temple of the False God before I have 4 lands, kills me inside every time.
Thespian's Stage is interesting. I saw this card months ago an wanted to put a copy of it in all my decks but forgot about it. Glad I ran into again while looking through edhrec. You can copy
Dowsing Dagger // Lost Vale or
Dimir Aqueduct for more mana but you can also copy powerful lands that your opponents plays. It's more reliable than
Temple of the False God.
-1
Black Sun's Zenith+1
LanguishLanguish is Much cheaper than
Black Sun's Zenith. 4 mana for -4/-4. Where as
Black Sun's Zenith is 6 mana for -4/-4.
Black Sun's Zenith stat reduction is permanent which is usually
a good thing but can
hinder my 3 demons and 1 wurm. And they also happen to be the ones that benefit from board wipes.
Languish is just good enough but not good enough to kill my
Demon of Dark Schemes,
Harvester of Souls,
Overseer of the Damned or
Massacre Wurm: so my demons' and wurm's stats return to normal next turn.
I made most of these changes to
bring down my mana cost average. It went down from 3.66 to 3.52 after these changes. I'm happy with the change but I would still prefer it to be a little lower.