Just a simple deck I built for casual play with friends, but I feel has real potential. The idea is that whatever you put down will cause a chain reaction, taking opponent's life, and giving me some in return, controlling their creatures, and boosting mine. Good against most decks, except heavy lifegain, since most of the damage is more of chip damage. The theme would be that every non-land card is an enchantment of some sortThis deck actually runs really well in multiplyer, because you'll be hitting everyone at once, and the amount of control helps keeps you safe. Suggestions appreciated, especially for the sideboard
Breakdown:
Control:
Brain Maggot: Great early game play, really helps get rid of threats to my deck, and gives me a nice little beater to play with.
Blind Obedience: Really slows down pretty much every deck, especially useful against aggro, and gives me something to pour extra mana into. Having more than one out is useless, so I'm only running 2
Crippling Blight
: Helps get rid of small creatures, let's me get attacks through, and is very cheap to play.
Oppressive Rays
: Great against aggro and decks bassed around creatures. Awesome against cards like Deathrite Shaman
Pacifism
: Helps keep big threats from hitting me and let's me get attackers through.
Banishing Light: Useful to hit noncreatures. Also would be the only way for me to get rid of Leyline of Sanctity while still remaining useful in my deck
Healing:
Nyx-Fleece Ram: Incredibly usefull card. Gives me consistant lifegain, and a huge wall.
Underworld Coinsmith
: Turns all but two spells in my deck into a source of lifegain, and gives me a strong beater.
Exquisite Blood: While best used in pair with Sanguine Bond, by itself, it still gives me really good lifegain.
Hurt:
Grim Guardian
: Lets everything I play smack opponents in the face, and gives me solid blocker
Sanguine Bond: Of course it combos with Exquisite Blood, but also makes all my lifegain burn
Athreos, God of Passage: Helps tremendously with boardwipes and overall just makes opponents think twice about removal.
Boost:
Ethereal Armor: The way to finish with this deck. If the game goes right, you end up getting a huge boost to a creature for one mana, and stacking on one creature lets you usually swing for game. The first strike is a very useful addition as well
Helm of the Gods
: works the same as Ethereal Armor, but also stays on the field if a creature it's equipped to dies. It isn't an enchantment, however, so I don't want to run too many or they are clunky in the deck.
Eidolon of Countless Battles
- Great card to throw down as a threat, or boost a creature greatly. Added bonus of becoming a creature if the creature it's equipped to is removed.
Sideboard:The cards I have listed are just cards that I find do well against various deck types my main deck struggles against. I have not been able to take this to FNM, so it's just counters to decks my friends play. Any changes that would work well against the modern meta would be greatly welcomed
Virulent Plague: This deck fails against any token heavy deck, so siding in 4 of these helps tremendously.
Aegis of the Gods: Very good at slowing down any 8-rack deck, and fizzles burn, as long as I can keep him alive
Asha's Favor
: High needed against a deck with a great deal of flyers. Also can be used to add more aggro against slower tempo decks
Skybind
: Later game stall. Pretty much gives everything I play detain, and let's me touch even pesky lands if I'm running against tron.
Font of Return
: needed if I'm playing against removal.