Sidisi's Faithful might be the best card in the deck. It sparks Liliana for 1 mana, gives you something to do with tapped Amalgams, provides the recursion target you need to get the Amalgams back into play, and helps you survive before you can start amassing card advantage.
I have no problems in the late game, except against ramp. Getting there is the challenge.
I've tried to achieve delirium for a while so I could play Mindwrack Demon, but I can't "adjust the card mix" without seriously diminishing the deck in other areas. Every creature fills an important role. What would a configuration with three Mindwrack Demon look like? No Jace? No morphs? No recursion targets?
That mana is incredibly greedy. You want WBBGC on turn 3!? Your deck has seven white sources. Congrats on the results but I would have to see it to believe it. Also idk about maindeck Languish when it hits so many of your guys.
you can adjust too. If your opponents are playing a bunch of sweepers, you can swap some Bounding Krasis for Bygone Bishop and the full playset of Tireless Tracker. Now you have inevitability.
The goal of the deck is to block with Faithful, Deathmist, zombie token, and Amalgam while filling up the gy with Kiora, Jace, and Gather the Pack. Eventually building an overwhelming board presence with planeswalkers or recurring 3-4 Deathmists and Amalgams with Liliana or morphs.
The biggest problem I face right now is flyers. I can't devote too many slots to cards like Plummet because the engine requires most of its components. Flyers kill my walkers before they can really get going, and my creatures don't have enough power to race them. I'm hoping to find a card that does something to further my plan in addition to killing opposing Avacyns. I also need to take out 6-8 cards against ramp but I don't want to play 6 cards in my SB that are only good against ramp.
I did start there. Why don't you try to understand the advantages of my build instead of dismissing it. For one, I can beat ramp and you can't. For 2, I have a better nut draw because I have a potential t3 Reality Smasher.
I built this without the artifact subtheme because I couldn't stomach how bad Thopter Engineer is in a vaccuum. I also wasn't pressuring ramp hard enough.
Vessel of Volatility has a subtle synergy with Sea Gate Wreckage. Some draws you just hit so much mana that you empty your hand on turn 5. Warping Wail, Matter Reshaper, and Hedron Crawler all can provide extra mana. Our lands let us use it.
This is IMO the ideal Sin Prodder deck. We really appreciate cards in hand, but there's enough high-CC cards that he puts real pressure on their life total. Akoum Firebird is currently being tested as another cute little interaction.
Hangarback Walker is amazing but it hates both Sin Prodder and Matter Reshaper. Haven't actually tested it though.
Sideboard is very much a work in progress. It's the worst part of the deck. There just aren't a lot of ways to hate out common strategies. The colors have no access to efficient exile effects or any sort of life gain. On the other hand, this deck is also hard for them to hate out.
This is why you play ramp. Go over the top of everything and don't care what your opponent is playing. There is no good aggro deck and control cannot win side board games.
Seems like you can either have a consistent 2 color deck or an inconsistent 3-color deck. If your 3 colors curves out perfectly you win, and if you stumble you lose. Yay skill.
You can either draw one piece of the madness/discard combo or both. If you draw them seperately you lose if you draw them together you win. Yay skill.
If you summon Ormendahl, Profane Prince they need an answer right away. If they have one, they should win, because you just spent like 12 mana over several turns to summon him. If they don't they lose.
Coco is still everywhere, still more of a blind swing than cascade.
So basically you can either build a nice consistent 2-color deck like mono-red Eldrazi, or a "nuts draw" 3-color deck like Sultai Company. And whoever wins is entirely dependent on what kind of draw the company player gets.
that's not consistent. That's the best possible draw. Can you do it without your only anthem effect appearing in your first 9 cards, or without 3 of your 7 2-power 1-drops appearing in your first 8 cards?
I like to start with a consistent turn 4 goldfish and then add interactive elements like Fiery Impulse until it stops being consistent. Do we even have a turn 4 goldfish though?
I think Call of the Full Moon deserves a look since we finally have enough 1-drops to play it consistently, and we need more 2-drops anyway. It's effectively a 3/2 trample haste with two substantial drawbacks. For one, you can't play 2 spells until your kill turn. For two, you get blown out by removal. But if you're playing Village Messenger you don't want to play 2 spells anyway.
I have no problems in the late game, except against ramp. Getting there is the challenge.
I've tried to achieve delirium for a while so I could play Mindwrack Demon, but I can't "adjust the card mix" without seriously diminishing the deck in other areas. Every creature fills an important role. What would a configuration with three Mindwrack Demon look like? No Jace? No morphs? No recursion targets?
4 Den Protector
4 Jace, Vryn's Prodigy
4 Gather the Pack
2 Ultimate Price
2 Stratus Dancer
4 Prized Amalgam
4 Liliana, Heretical Healer
3 Kiora, Master of the Depths
2 Forest
2 Island
5 Swamp
3 Evolving Wilds
2 Hissing Quagmire
2 Lumbering Falls
2 Yavimaya Coast
3 Llanowar Wastes
3 Choked Estuary
1 Sunken Hollow
The goal of the deck is to block with Faithful, Deathmist, zombie token, and Amalgam while filling up the gy with Kiora, Jace, and Gather the Pack. Eventually building an overwhelming board presence with planeswalkers or recurring 3-4 Deathmists and Amalgams with Liliana or morphs.
The biggest problem I face right now is flyers. I can't devote too many slots to cards like Plummet because the engine requires most of its components. Flyers kill my walkers before they can really get going, and my creatures don't have enough power to race them. I'm hoping to find a card that does something to further my plan in addition to killing opposing Avacyns. I also need to take out 6-8 cards against ramp but I don't want to play 6 cards in my SB that are only good against ramp.
2 Sinister Concoction
2 Negate
2 Plummet
3 Transgress the Mind
1 Infinite Obliteration
3 Languish
And they can play Denmist if sweepers turn into a thing. They already have access to Clue tokens and planeswalkers to reload.
4 Crumbling Vestige
1 Battlefield Forge
4 Sea Gate Wreckage
2 Westvale Abbey
1 Ruins of Oran Rief
4 Warping Wail
3 Vessel of Volatility
2 Spatial Contortion
4 Matter Reshaper
4 Sin Prodder
1 Akoum Firebird
4 Thought-Knot Seer
4 Reality Smasher
4 Chandra, Flamecaller
2 Thunderbreak Regent (BR Aggro)
2 Rending Volley (hasn't come in yet. Avacyn, I guess)
2 Scab-Clan Berserker (ramp, superfriends)
2 Eldrazi Displacer (ramp)
4 Kozilek's Return (coco, tokens, and aggro)
1 Hangarback Walker (insurance for "sacrifice a creature")
I built this without the artifact subtheme because I couldn't stomach how bad Thopter Engineer is in a vaccuum. I also wasn't pressuring ramp hard enough.
Vessel of Volatility has a subtle synergy with Sea Gate Wreckage. Some draws you just hit so much mana that you empty your hand on turn 5. Warping Wail, Matter Reshaper, and Hedron Crawler all can provide extra mana. Our lands let us use it.
This is IMO the ideal Sin Prodder deck. We really appreciate cards in hand, but there's enough high-CC cards that he puts real pressure on their life total. Akoum Firebird is currently being tested as another cute little interaction.
Hangarback Walker is amazing but it hates both Sin Prodder and Matter Reshaper. Haven't actually tested it though.
Sideboard is very much a work in progress. It's the worst part of the deck. There just aren't a lot of ways to hate out common strategies. The colors have no access to efficient exile effects or any sort of life gain. On the other hand, this deck is also hard for them to hate out.
Can I see your list. I'm struggling to balance Ruin in their Wake with Kozilek's Return
You can either draw one piece of the madness/discard combo or both. If you draw them seperately you lose if you draw them together you win. Yay skill.
If you summon Ormendahl, Profane Prince they need an answer right away. If they have one, they should win, because you just spent like 12 mana over several turns to summon him. If they don't they lose.
Coco is still everywhere, still more of a blind swing than cascade.
So basically you can either build a nice consistent 2-color deck like mono-red Eldrazi, or a "nuts draw" 3-color deck like Sultai Company. And whoever wins is entirely dependent on what kind of draw the company player gets.
I think Call of the Full Moon deserves a look since we finally have enough 1-drops to play it consistently, and we need more 2-drops anyway. It's effectively a 3/2 trample haste with two substantial drawbacks. For one, you can't play 2 spells until your kill turn. For two, you get blown out by removal. But if you're playing Village Messenger you don't want to play 2 spells anyway.