The goal, if not immediately obvious, is to hit five mana and drop a Psychosis Crawler. By that point you should have a Howling Mine, Temple Bell, Jushi Apprentice, or Jace's Archivist on-field, if not more than one. From that point forward, draw to kill.
Fate Unraveler was a recent development to minimize the advantage of, and even exploit, the excess cards my opponent also draws. Gnat Miser previously served a similar purpose but was removed due to requiring most of them to be on-field before there was any noticeable effect. Meanwhile, a Fate Unraveler is 1 + Howling Mines + (Temple Bell x 3) Life loss per turn, a noticeable effect. Underworld Dreams was also considered, but needing three swamps specifically is a little risky.
If you're still around and would like to advise, I could use some help in the following areas:
a) Currently the deck tests at an 8-10 round win against a.i. This is too slow for both my tastes, and the local meta. Is there any way I can reliably accelerate victory?
b) Alternate win conditions. Do I need/Could I even fit one in? Currently I can draw till my opponent dies, I can force them to draw until they die, and I can force them to draw until their library is empty. I used to include 'Hit with huge Psychosis Crawler' on the list but, tbh, if I can get my hand that big with a PC on the field my opponent should already be dead.
c) SIDEBOARD! I am so bad at this, even when I know what my deck can't handle. I know creature and artifact hate are painful to this deck, but I'm not sure what to do about it, etc.
d) Can I make this deck a winner and still keep it cheap? It currently floats around $50 USD and I'd like to keep it as far under $100 as possible.
I would be super grateful for any help, for some reason it's been pretty hard to pick up advice online for this damn thing.
"It is better for all the world if, instead of waiting to execute degenerate offspring for crime or to let them starve for their imbecility, society can prevent those who are manifestly unfit from continuing their kind. The principle that sustains compulsory vaccination is broad enough to cover cutting the Fallopian tubes... Three generations of imbeciles are enough."
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
Spiteful vision if you can protect yourself or have enough draw kill effecting only them that spiteful visions wouldnt effect you. Would just have to be careful with drawing cards
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
I'm a recent, if not still new, player and would love some advice on what's pretty much my first serious deck idea.
3x Fate Unraveler
4x Jace's Archivist
3x Jushi Apprentice
4x Psychosis Crawler
Spells
4x Arcane Denial
4x Unsummon
2x Diviner's Wand
4x Howling Mine
2x Mind Stone
1x Sol Ring
2x Swiftfoot Boots
3x Temple Bell
11x Island
9x Swamp
4x Reliquary Tower
The goal, if not immediately obvious, is to hit five mana and drop a Psychosis Crawler. By that point you should have a Howling Mine, Temple Bell, Jushi Apprentice, or Jace's Archivist on-field, if not more than one. From that point forward, draw to kill.
Fate Unraveler was a recent development to minimize the advantage of, and even exploit, the excess cards my opponent also draws. Gnat Miser previously served a similar purpose but was removed due to requiring most of them to be on-field before there was any noticeable effect. Meanwhile, a Fate Unraveler is 1 + Howling Mines + (Temple Bell x 3) Life loss per turn, a noticeable effect. Underworld Dreams was also considered, but needing three swamps specifically is a little risky.
If you're still around and would like to advise, I could use some help in the following areas:
a) Currently the deck tests at an 8-10 round win against a.i. This is too slow for both my tastes, and the local meta. Is there any way I can reliably accelerate victory?
b) Alternate win conditions. Do I need/Could I even fit one in? Currently I can draw till my opponent dies, I can force them to draw until they die, and I can force them to draw until their library is empty. I used to include 'Hit with huge Psychosis Crawler' on the list but, tbh, if I can get my hand that big with a PC on the field my opponent should already be dead.
c) SIDEBOARD! I am so bad at this, even when I know what my deck can't handle. I know creature and artifact hate are painful to this deck, but I'm not sure what to do about it, etc.
d) Can I make this deck a winner and still keep it cheap? It currently floats around $50 USD and I'd like to keep it as far under $100 as possible.
I would be super grateful for any help, for some reason it's been pretty hard to pick up advice online for this damn thing.
Is this for Modern? I doubt it can be made particularly competitive, but you can look at this version of an old Standard deck called Owling Mine that popped up recently: http://archive.wizards.com/magic/magazine/Article.aspx?x=mtg/daily/deck/1386
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
Infiltration Lens should be considered. If your crawler is blocked, it only gets stronger. Curiosity on a Pinger like Timmy, splash red and you could bring in Quicksilver Dagger.
Late game, look that the Cylcing lands- Lonely Sandbar/Barren Moor
else you have Memorial to Genius/Blighted Cataract as some late game draw-sources.
Alternate win-condition? Jace's Erasure and Psychic Corrosion.
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.