DESCRIPTION
i build my decks with an aim for the $30 range, so you will not see a lot of expensive rares. i aim for a solid mana curve, though each decks curve will differ slightly. most are usually built around a theme or combo, and will usually have a bit of tunnel vision towards this goal. the ultimate factor, however, will always be price, and you will often see a card that is less efficient or effective in the deck than another. if you are wondering why this choice was made, check the singles prices for both cards. if i am in error, i will probably correct this when i get around to updating the deck. after a deck is playtested, i will likely update it to give it a broader range. again, what you see here is likely not what i am playing.
about this deck:
the ultimate goal of this deck is to aim for a 3rd or 4th turn flayer of the hatebound followed by either a vorapede and or fling. theoretically you could be looking at a 4th or 5th turn kill, assuming that nothing interferes. even still, the point of the deck is focused on direct damage, while still having a solid creature base. its still a bit creature heavy however, and needs more land production and draw. of the two red draw cards in the block, ive opted to not include either at the moment. first, one does not actually increase the amount of cards in your hand. i expect this deck to be top decking pretty quick, which means it will be a dead card. the second, because the deck leans heavily on some late drops, makes you discard at random, which could be devastating. well timed, either would improve the deck, but neither is optimal. as far as land goes, caravan vigil is pretty awesome, and i think the morbid effect will synergize well with the deck. im still undecided about mulch, especially since the only time ive used it i didnt drop a single land. however, the thought of dropping 3 or 4 land in one turn gives me wood. still, im really disappointed that there are no sack-and-search lands in this block. the creatures themselves are pretty straight forward. id like to think the burn is pretty straight forward too.
some notable combos, though may not necessarily need pointing out:
kessig and fling:
pretty self explainatory, but if you are going to lose a creature, might as well fling him. this works even better if a creature gets through, pump it as a fast effect, and then double that damage with a fling, and the creature comes back with undying, activating the flayers direct damage effect. remember that the +1 1 from undying applies to this effect, but the kessig falls off.
flayer and temblor:
this is the combo that this deck was built on. when flayer hits the field, if it hits, we want to get temblor played as quickly as possible. all of the undying creatures in this deck, except vorapede, were designed to die to this spell. each flayer is worth 5 by itself, and if youve got a wolf and a geist on the field, thats another 5. however, if you can pull this off with 2 flayers on the field, add another 5 for 15. but wait, the 2nd flayer also does the exact same direct damage, giving you a grand total of 30 damage. if you arent able to get a 2nd flayer on the field, you might have a curse of bloodletting. that makes your total 20 damage. flayer, fling, and bloodletting will net you 18 damage.
bottom line is, the deck starts out strong with the young wolf and geist, two very reasonable first and 2nd turn drops which give a solid early game offense defense base. if you can get the early attacks in, even if it means sacrificing life, you should be able to pull a pretty fast win, if not, the multiplication effects the deck produces should cause your damage to grow exponentially. the deck will generally slow down a bit at the 3-4 land range, where you will be looking to your 10 mana production spells to pull their weight and carry you up to the 5 and 6 range. once there, you should expect the game to be over quick, or to lose soon. again, its going to have some balance issues, but that will come with play testing and smoothing the deck out over time. lets also not forget the last expansion of the block coming here in a couple of months.
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im not putting sideboards on my decks yet, as i am not educated on current tournament meta. further the games that i play are against decks with access to pretty much the full range of cards, save only a few of the really expensive cards. although i am restricting my deck builds to the isd block, i cannot attest to their functionality in this formats meta. lastly, i always build a deck with a deck builder before i purchase and playtest it. it may evolve over time without updates to this list, or never even be built and play tested. you should take this and all of my decks as theory craft only. you have been warned.
constructive comments welcome. destructive or know-it-all comments are not welcome. thank you and have a nice day.