by spaceninja on Tue Mar 18, 2008 1:44 pm
Just put this deck down on paper and figured I'd put it up here and see what you guys think! Any feedback would be appreciated!
Side Impact Damage - Black / White
Creatures (13):
4: Sleeper Agent
4: Wall of Souls
3: Souls of the Faultless
2: Peacekeeper
Other (27):
4: Parasitic Bond
4: Festering Wound
4: Dark Ritual
4: Pillory of the Sleepless
4: Weight of Conscience
2: Wrath of God
2: Retether
1: Enslave
1: Unnatural Hunger
1: Orzhov Signet
Land (20):
4: Spawning Pool
4: Tainted Field
8: Swamp
4: Plains
This deck is based around Parasitic Bond and Festering Wound, so that it will deal more and more damage every turn until it starts dealing 10 a turn, and can take down even those life gainers because the damage increases each turn with the festering wound.
The deck used to be mono black, and utilize creature killers like Boneshreader and Neckretaal, both of which fly back into play with Unearth. Once Pillory of the Sleepless came out, I immediately rebuilt it to splash white. At that point, instead of killing the creatures, I figured I could Wrath of God them or immobilize them with Pillory or Weight of Conscience while I enchant them to deal damage to the opponent.
The super 1st turn move is still there: Swamp, Dark Ritual, Wall of Souls, Sleeper Agent. Then, before the opponent has even played a card, they have a creature that deals them 2 damage during their upkeep that if they attacked, they would deal themselves 3 more instead of hurting me. It's also great in multi, because they can swing at your opponents and deal them damage for you, since this is too focused to be a good multiplayer deck.
The problem was that it was too easy for an opponent to attack someone else with the Sleeper Agent and get it killed, which would throw away my enchantments. This new version focuses on keeping them from attacking by way of Weight of Conscience and Pillory of the Sleepless. Weight of Conscience also fits well in the deck now that it runs Retether. After a Wrath, or if someone disenchants something of mine, I can just bring every enchantment (capable of enchanting a creature) back into play. If they spring back from the Wrath with two big creatures, I play the retether and put at least 2 enchantements on each - keeping them from attacking and keeping the damage flowing.
Also, Retether allows me to put countered or discarded enchantments on creatures from the graveyard. Sha-bing!
And the Spawning Pools survive the Wraths and add much needed blockers.
Cards I will add if testing reveals that this current version needs them: More Peacekeepers, Retethers and Wraths. Also I think a Nevinyrral's Disk would be a good way to blow everything up if it got out of hand. It would handle any pesky enchantments or artifacts that the Wraths would leave behind. Also a Royal Assassin or Pentarch Paladin might be nice, since I can't squeeze in any more non-creature spells for removal. I need some creatures that take care of removal for me. And what about Magus of the Disk or False Prophet for the big bada-boom?
So there it is - any suggestions on what to add and what to take out? It's hard to imagine how the tempo goes unless you actually play it, but it seemed to have answers to lots of scenarios when I tested it, so I think it should work out.
Thanks for tuning in to Ninja of the Deep Hours, aaaaaww yeah. First caller?