Life gain is a thing, and it can be frustrating.
Blood Artist
decks abound;
Zulaport Cutthroat
+
Kalastria Healer
combos are abundant;
Exquisite Blood + Sanguine Bond
can be demoralizing. There’s no better feeling in the world than letting the opponent do all the work for you while you play a single card to completely reverse their fortunes.
•
Wall of Shards
is an ideal Turn 2 play. The initial life gained by the opponent through our wall’s cumulative upkeep cost is negligible at best, but we absolutely want to play this card as early as possible. The benefit is twofold; for one, we gain a very durable blocker that’s extremely effective in the early game. An 8 Toughness flying blocker for two mana? Yes, please. The second reason it’s imperative to play it early is that we want that cumulative upkeep cost ramping up as fast as possible. In just a handful of turns we’ll be turning any elated laughter at heavy life gain into the anguish of despair as life points hemorrhage.
•
Tainted Remedy
is the lynchpin of the deck and we aim to have it hit the table Turn 3. Once cast, every point of life the opposing player gains will be just another nail in their coffin.
•
False Cure
is a backup. The enchantment is prone to removal, and while we come fully loaded at 4 copies...
Surgical Extraction
and
Extirpate
exist. Better to have a contingency plan than be caught off guard. A word of warning: If
Tainted Remedy
is in play,
False Cure
is useless. Just hang onto it.