i figured i need 8 mana on the board + atleast 2 Angel's Tomb to combo for a big hit. would it be wiser to just prolong the game till I have the 8 mana available, or try to get that 8 mana available to me by turn 5? as far as the 23 land, Don't the keyrunes help alleviate some of that problem? I do like the idea of the Kessig Wolf Run , what to cut for it thought, and maybe 2x?
April 18, 2013 3:19 p.m.
hrm, so maybe go down to 2 of each keyrune, and add 2 more lands? maybe cut a Searing Spear for the Kessig Wolf Run ?
April 18, 2013 3:50 p.m.
the thing with the keyrunes, although they are slower than just having land out is that they enable the Angel's Tomb alongside the Archwing Dragon . it is very viable to have 2 keyrunes convert into creatures and drop a dragon, with 3 tombs on the board. Then you will be swinging for 13 through the air and 6 through the ground. ground will have trample or first strike enabled more than likely.
April 18, 2013 4:02 p.m.
No. It's too slow. You want to be winning the game by turn 7, not just casting some random Dragon that is bad against everything.
April 19, 2013 7:11 p.m.
How do the keyrunes trigger the tomb?? They dont enter as creatures or tell you to put a creature in play, so no trigger. Same as a tomb being put into play would not trigger a tomb that is already in play.
April 22, 2013 12:09 p.m.
I was mistaken thinking the keyrune converting into creature would trigger the tomb, need to rework that strategy. I agree multiple tombs do not trigger each other, however, if you have 3 x Angel's Tomb in play, and you drop an Archwing Dragon that nets you 3 angels, correct?
I started building the deck with the Phylactery Lich and the Archwing Dragon , need to smooth out the rest of the details
April 22, 2013 12:21 p.m.
maybe replace the keyrunes with Moonsilver Spear ? That will synergize with the tomb, give more targets for the lich, and if I have the mana available, could be slapped onto Archwing Dragon every turn?
April 22, 2013 12:22 p.m.
would Garruk Relentless Flip fit better than the keyrunes in here? take the keyrunes out completely or is there a place for them?
April 22, 2013 12:51 p.m.
yousquiddinme says... #12
The only Keyrune worth playing honestly is Rakdos, all the others are okay.
That being said, Rakdos Keyrune is awesome.
As for the deck as a whole, it's good. I'd actually want to go R/B/U for Deadeye Navigator to get a lot of value and to trigger Angel's Tomb when you don't have a creature in hand to play.
April 22, 2013 5:33 p.m.
In play testing, I am still having issues against blitz / aggro. Do I need more low cost removal or more low cost chump blockers?
April 23, 2013 1:23 a.m.
michael23v suggested the Kessig Cagebreakers + Parallel Lives to help with creatures coming in.
could work out great, will have to see
April 23, 2013 11:05 a.m.
MindAblaze says... #16
My grixis deck has trouble with blitz too, and I've found in testing that Rolling Temblor makes a big difference with that, between spot removal, Barter in Blood and Rolling Temblor you should be able to hold off the Blitz.
April 23, 2013 3:34 p.m.
jminute14 thanks for the props. Rolling Temblor might be a better fit than Electrickery
April 23, 2013 3:39 p.m.
MindAblaze says... #19
Ballsy with the maindeck Slaughter Games . Between Duress and Appetite for Brains you should know what they have to steal, I like it.
April 23, 2013 5:07 p.m.
thats exactly why I put it in. It is much easier to rid of all the bigger threats through Slaughter Games rather than having them hit the board, and then trying to find an answer. The cost for it also protects you from splurging on it too early, giving you time to see what is going on with their deck.
knocking a playset Thragtusk out before they are able to cast it, is a win in itself.
April 23, 2013 5:11 p.m.
Taking Runechanter's Pike out, Inquisitor's Flail going in. Massive beats coming.
April 24, 2013 9:04 p.m.
Would Elbrus, the Binding Blade Flip fit in here? Contemplating about putting it in
April 25, 2013 1:41 a.m.
try putting in things with unlockable then then elbress whould have a home
April 25, 2013 9:48 p.m.
Seems good to me! I usually think control when it comes to Grixis, but apparently aggro works too. This should be fun to play, assuming you get what you need in your opening hand. +1 from me.
zandl says... #1
I'd be using at least 23 lands.
Add Kessig Wolf Run ?
Farseek wouldn't do you much good here. Your only four-drop (turn-three with Farseek) isn't something you'd want to smash into the board on turn-three.
April 18, 2013 3:07 p.m.