Similar to my legacy discard deck, but in Legacy you can lock down the opponent with the use of null brooch. I will give you a couple of suggestions when I have time, since you can do much better than this and having played discards decks for 15 years I know where you can improve, that is adding at least Necrogen Mists and Nezumi Shortfang. More suggestions will come later.
Look into adding the Salvage Titans over SSG. I mentioned the reason above. It adds for consistency. If you fizzle you get a beefy 6/4 to hold the line while you build critical mass to go off again.
I will try salvage titans over Spirit Guide, actually they serve the same purpose if you have 2 opals.
Uh, yeah. I hear those 65% odds pre-mulligan are painfully low. Do math before calling something unreliable.
Considering the need of having a good hand to win the game with this deck, yes it is unreliable, almost as tossing a coin at the start of the game, and don't say 65% is "reliable" to decide the upcoming result of an important match.
Also, you don't have to mull to Pally/Spoils and 2 lands. One landers and occasionally really good no-landers can get there, especially in slow or uninteractive matchups like Tron, Eggs, or Valakut.
Because you can simply wait 15 turns to get that land out of 11 that you have in the deck, like happened today.
Yes, Paladin dies to removal. No, that doesn't mean we offer the match to any deck running Mountains. What if we drop Pally turn 1 and equip him? What if they tap out? What if we have Pact? What if they simply *gasp* don't have Bolt? Remember how you went on about our odds to open with 1/8 cards? How about them mulling to 1/4 Bolts or Paths?
Path to exile, turn 2 liliana, abrupt decay, lightning bolt in response to equipment, really ANY kind of removal makes you say gg with this deck. Because if they hit, your game is lost.
And I really, really wish people would stop saying that we lose to counters. For the millionth time, we run Cavern of Souls specifically to deal with the very few counters that are relevant.
I heard retract can be played with caverns of souls.
I truly wanted to love your deck, for real. When it works, it works nice.
Unfortunately it is too fragile to be used in a tourney.
Not solid enough, if you have to mulligan each time to search for either a paladin or a spoils AND lands to play them.
Dies to everything from bolts, to turn 1 thoughtseizes/kozileks, to decays, and counters of any sort. Not reliable at all.
My current list is the following:
4 Puresteel Paladin
2 Simian Spirit Guide
4 Accorder's Shield
4 Bone Saw
4 Kite Shield
4 Mox Opal
4 Paradise Mantle
4 Spidersilk Net
4 Sigil of Distinction
4 Retract
4 Spoils of the Vault
2 Grapeshot
4 Gemstone Mine
4 Glimmervoid
1 Goblin Gaveleer
3 City of Brass
4 Serum Powder
SB: 4 Pact of Negation
SB: 4 Echoing Calm
SB: 3 Echoing Truth
SB: 4 Spell Pierce
And even with serum powder things are really hard.
============================================== Landcronomicon
=============================================== DECK OUTDATED DUE TO DRS BANNED
==============================================
===============================================
Tired of all the Junds around, tired of the control decks that didn't allow me to play any creature at all, tired of being forced to use the same decks dictated by the metagame, I wanted to try something completely different, able to allow me to play carelessly my main creature finishers while consistently denying opponent resources such as cards, creatures AND lands. This gets extremely important against jund, since attacking its mana base is usually a big problem for a deck like that. Based on these requirements, I tried to build a land disruption deck able to deny opponent's resources, while keeping beating with careless creatures and swords as finishers. The land disruption is not the main theme of the deck: it just allows me to selectively reduce the efficiency and speed of opponent decks while letting me gather the resources needed to finish them.
The deck I came up with is the Landcronomicon. It is still a WIP but based on the matches I have done, it competes fairly well against most of the decks that are used in my local metagame (composed of Junds, Trons, Melira-Pods, Scapeshifts, UW Midrange, Infect, Robots).
No more talking by the way, this is the deck:
Board Control
Removal removal, removal. Remove cards from their hand, remove their creatures, remove their lands or remove all the three of them in one shot.
Terminate Lightning Bolt Inquisition of Kozilek Molten Rain aka "Il Molteni" Liliana of the Veil
Creatures are dealt with terminate, possibly the best creature removal in modern if you run RB. In succession, Lightning Bolt is a respectable successor, able also to deal 3 damage to the opponent at the cost of just 1 mana. Inquisition of Kozilek (IoK) is one of the best turn 1 drops you can imagine to gather information about the deck you are playing against and possible threats coming in the future.
"Il Molteni" (Molten Rain) is one of those cards that nobody expects. Land Destructions decks have been considered bad in the past few years but as more and more decks are using a heavy colored manapool, so the importance of getting rid of their resources becomes fundamental.
Liliana of the Veil: another way to remove their creatures, even hexproof ones such as Geist, awesome discard interaction with our core creatures such as Bloodghast or Nether Traitor. Casting her ultimate is usually an autowin.
Living Beings
Graveyard hate, mana base acceleration, card advantage, mana base denial, recursive hitters. Those are the main features of the creatures of the Landcronomicon.
Deathrite Shaman
Fulminator Mage
Dark Confidant
Nether Traitor
Bloodghast
Gatekeeper of Malakir
Deathrite shaman is the best 1 cc drop you can play turn 1, second only to IoK. If not dealt with on their first turn, he may score a sword as fast as turn 2, putting the opponent on great pressure, especially with War and Peace. It can be used to remove their sorceries and instants to avoid snapcasters interaction, it can be used to gain back life points and to block small creatures.
Fulminator Mage is basically another 3x copies of Molten Rain, it is usually a good choice to just break one of their lands straight off in our turn once casted. It "may" be fine with an equipped sword as a possible hitter, but that's not his purpose in the deck.
Dark Confidant role is simple: gain card advantage to be able to deal with most of their creature ground threats with the use of removals and hitting the opponent while doing so. Great with an equipped sword.
Bloodghast and Nether Traitor: unless they have graveyard hate, they won't be able to completely remove these threats EVER. The built in haste allows for great surprise attacks and an equipped sword under nether traitor means that you can trigger its effect almost each attack. Safe casting against counters thanks to their built in recursion.
Gatekeeper of Malakir: blocker, swords handler and another way to provide hate against creatures. Awesome against Geists or other hexproof creatures.
Finishers
Swords. They seem almost forgotten in the modern metagame, yet they can change quickly the course of a match by giving protection to our creatures while triggering useful effects if we manage to break their defence lines.
Sword of War and Peace
Sword of Fire and Ice
W&P: One of the best finishers in the deck. An sword equipped on turn 3 will give us the possibility to deal tons of damage and recovering the life points lost to dark confidant ability. Protection from white and red which are the colors with the most abused creature removals (lightning bolt / path to exile) is awesome to protect our army.
F&I: Gives us protection from blue, which usually runs small creatures like snapcasters and faeries, passing through their defences, killing their pawns and netting us another card.
Sideboard
The sideboard really changes the deck to be able to deal with hard matches.
Slaughter Games and Surgical Extraction has to be sided in against combo decks to remove their key spells. Scapeshift and Twin are no use if you manage to cast your Games and you are usually faster with the mana thanks to the shamans.
Engineered Explosives can be used to put a stop to token and aggro decks, especially bogles decks that are otherwise an autoloss for our deck.
Rakdos charm can be used to introduce graveyard hate, to stop the twin combo, to deal with artifact creatures against robots and many many other uses. A nice toolbox to side in in case of problems.
Volcanic Fallout has been added to deal with nasty aggro decks. Tokens, Souls, Robots and the such are huge threats for our deck, volcanic fallout is the final solution if we want to get rid of the opponent board in a cost effective and unconterable way, really important now that elves are coming back.
Special Combos
Discard bloodghast to Liliana, recover it with a land. Almost the same applies to Nether Traitor.
With a nether traitor on the battlefield and 5 mana free, if you cast a sword and the opponent can't deal with it, the match is in your hand.
This renders it completely unsuitable to tourneys.
I will try salvage titans over Spirit Guide, actually they serve the same purpose if you have 2 opals.
Considering the need of having a good hand to win the game with this deck, yes it is unreliable, almost as tossing a coin at the start of the game, and don't say 65% is "reliable" to decide the upcoming result of an important match.
Because you can simply wait 15 turns to get that land out of 11 that you have in the deck, like happened today.
Path to exile, turn 2 liliana, abrupt decay, lightning bolt in response to equipment, really ANY kind of removal makes you say gg with this deck. Because if they hit, your game is lost.
I heard retract can be played with caverns of souls.
I truly wanted to love your deck, for real. When it works, it works nice.
Unfortunately it is too fragile to be used in a tourney.
Dies to everything from bolts, to turn 1 thoughtseizes/kozileks, to decays, and counters of any sort. Not reliable at all.
My current list is the following:
4 Puresteel Paladin
2 Simian Spirit Guide
4 Accorder's Shield
4 Bone Saw
4 Kite Shield
4 Mox Opal
4 Paradise Mantle
4 Spidersilk Net
4 Sigil of Distinction
4 Retract
4 Spoils of the Vault
2 Grapeshot
4 Gemstone Mine
4 Glimmervoid
1 Goblin Gaveleer
3 City of Brass
4 Serum Powder
SB: 4 Pact of Negation
SB: 4 Echoing Calm
SB: 3 Echoing Truth
SB: 4 Spell Pierce
And even with serum powder things are really hard.
Landcronomicon
===============================================
DECK OUTDATED DUE TO DRS BANNED
==============================================
===============================================
Tired of all the Junds around, tired of the control decks that didn't allow me to play any creature at all, tired of being forced to use the same decks dictated by the metagame, I wanted to try something completely different, able to allow me to play carelessly my main creature finishers while consistently denying opponent resources such as cards, creatures AND lands. This gets extremely important against jund, since attacking its mana base is usually a big problem for a deck like that. Based on these requirements, I tried to build a land disruption deck able to deny opponent's resources, while keeping beating with careless creatures and swords as finishers. The land disruption is not the main theme of the deck: it just allows me to selectively reduce the efficiency and speed of opponent decks while letting me gather the resources needed to finish them.
The deck I came up with is the Landcronomicon. It is still a WIP but based on the matches I have done, it competes fairly well against most of the decks that are used in my local metagame (composed of Junds, Trons, Melira-Pods, Scapeshifts, UW Midrange, Infect, Robots).
No more talking by the way, this is the deck:
4 Blood Crypt
3 Blackcleave Cliffs
1 Overgrown Tomb
2 Swamp
1 Mountain
4 Marsh Flats
4 Verdant Catacombs
CREATURES:
4 Deathrite Shaman
3 Fulminator Mage
3 Dark Confidant
3 Nether Traitor
4 Bloodghast
4 Terminate
4 Lightning Bolt
SORCERIES:
3 Smallpox
PLANESWALKERS:
3 Liliana of the Veil
ARTIFACTS:
2 Sword of War and Peace
1 Sword of Fire and Ice
SORCERY:
4 Inquisition of Kozilek
3 Molten Rain
3 Surgical Extraction
3 Rakdos Charm
3 Engineered Explosives
3 Volcanic Fallout
3 Slaughter Games
Board Control
Removal removal, removal. Remove cards from their hand, remove their creatures, remove their lands or remove all the three of them in one shot.
Terminate
Lightning Bolt
Inquisition of Kozilek
Molten Rain aka "Il Molteni"
Liliana of the Veil
Creatures are dealt with terminate, possibly the best creature removal in modern if you run RB. In succession, Lightning Bolt is a respectable successor, able also to deal 3 damage to the opponent at the cost of just 1 mana. Inquisition of Kozilek (IoK) is one of the best turn 1 drops you can imagine to gather information about the deck you are playing against and possible threats coming in the future.
"Il Molteni" (Molten Rain) is one of those cards that nobody expects. Land Destructions decks have been considered bad in the past few years but as more and more decks are using a heavy colored manapool, so the importance of getting rid of their resources becomes fundamental.
Liliana of the Veil: another way to remove their creatures, even hexproof ones such as Geist, awesome discard interaction with our core creatures such as Bloodghast or Nether Traitor. Casting her ultimate is usually an autowin.
Living Beings
Graveyard hate, mana base acceleration, card advantage, mana base denial, recursive hitters. Those are the main features of the creatures of the Landcronomicon.
Deathrite Shaman
Fulminator Mage
Dark Confidant
Nether Traitor
Bloodghast
Gatekeeper of Malakir
Deathrite shaman is the best 1 cc drop you can play turn 1, second only to IoK. If not dealt with on their first turn, he may score a sword as fast as turn 2, putting the opponent on great pressure, especially with War and Peace. It can be used to remove their sorceries and instants to avoid snapcasters interaction, it can be used to gain back life points and to block small creatures.
Fulminator Mage is basically another 3x copies of Molten Rain, it is usually a good choice to just break one of their lands straight off in our turn once casted. It "may" be fine with an equipped sword as a possible hitter, but that's not his purpose in the deck.
Dark Confidant role is simple: gain card advantage to be able to deal with most of their creature ground threats with the use of removals and hitting the opponent while doing so. Great with an equipped sword.
Bloodghast and Nether Traitor: unless they have graveyard hate, they won't be able to completely remove these threats EVER. The built in haste allows for great surprise attacks and an equipped sword under nether traitor means that you can trigger its effect almost each attack. Safe casting against counters thanks to their built in recursion.
Gatekeeper of Malakir: blocker, swords handler and another way to provide hate against creatures. Awesome against Geists or other hexproof creatures.
Finishers
Swords. They seem almost forgotten in the modern metagame, yet they can change quickly the course of a match by giving protection to our creatures while triggering useful effects if we manage to break their defence lines.
Sword of War and Peace
Sword of Fire and Ice
W&P: One of the best finishers in the deck. An sword equipped on turn 3 will give us the possibility to deal tons of damage and recovering the life points lost to dark confidant ability. Protection from white and red which are the colors with the most abused creature removals (lightning bolt / path to exile) is awesome to protect our army.
F&I: Gives us protection from blue, which usually runs small creatures like snapcasters and faeries, passing through their defences, killing their pawns and netting us another card.
Sideboard
The sideboard really changes the deck to be able to deal with hard matches.
Slaughter Games and Surgical Extraction has to be sided in against combo decks to remove their key spells. Scapeshift and Twin are no use if you manage to cast your Games and you are usually faster with the mana thanks to the shamans.
Engineered Explosives can be used to put a stop to token and aggro decks, especially bogles decks that are otherwise an autoloss for our deck.
Rakdos charm can be used to introduce graveyard hate, to stop the twin combo, to deal with artifact creatures against robots and many many other uses. A nice toolbox to side in in case of problems.
Volcanic Fallout has been added to deal with nasty aggro decks. Tokens, Souls, Robots and the such are huge threats for our deck, volcanic fallout is the final solution if we want to get rid of the opponent board in a cost effective and unconterable way, really important now that elves are coming back.
Special Combos
Discard bloodghast to Liliana, recover it with a land. Almost the same applies to Nether Traitor.
With a nether traitor on the battlefield and 5 mana free, if you cast a sword and the opponent can't deal with it, the match is in your hand.