+1: Until end of turn creatures you control have flying and has "whenever this creature deals damage to a creature, put a +1/+1 counter on this creature." (Mephidross Vampire)
-X: Put X 0/1 Flying Bat tokens with "B: Gets +1/+0 until end of turn. Activate this ability no more then twice a turn." into play. (Skeletal Vampire/Vampiric Bats)
-6: Remove all +1/+1 counters from creatures you control. Target player loses X life where X is the number of counters removed this way.
My friends and I have been tinkering around with this deck over the past few weeks trying out different ideas, and this is the best version we've found thus far. Any input would be greatly appreciated.
The basic combo is Undertaker + 2x Oriss, to prevent the opponent from ever playing spells or attacking on their turn, stalling long enough to get out a haakon or dread to finish them off. Two undertakers makes them unable to play spells on your turn as well.
From testing, evacuation and Cryptic command, as well as other bounce have been the major killer of this combo.
+1: Until end of turn creatures you control have flying and has "whenever this creature deals damage to a creature, put a +1/+1 counter on this creature." (Mephidross Vampire)
-X: Put X 0/1 Flying Bat tokens with "B: Gets +1/+0 until end of turn. Activate this ability no more then twice a turn." into play. (Skeletal Vampire/Vampiric Bats)
-6: Remove all +1/+1 counters from creatures you control. Target player loses X life where X is the number of counters removed this way.
Farfetch'd but would be interesting.
4 Cascade Bluffs
9 Island
5 Mountain
2 Vivid Crag
3 Vivid Creek
4 Crag Puca
2 Nucklavee
4 Riverfall Mimic
4 Spellbound Dragon
Spells (23)
2 Call the Skybreaker
4 Double Negative
3 Essence Scatter
4 Inside Out
4 Lightning Bolt
4 Ponder
2 Swerve
Any help would be appreciated, thanks ^^
4 Flagstones of Trokair
4 Plains
8 Swamp
2 Urborg, Tomb of Yawgmoth
2 Dread
2 Grave Scrabbler
3 Haakon, Stromgald Scourge
4 Oriss, Samite Guardian
4 Undertaker
1 Crib Swap
4 Howling Mine
3 Nameless Inversion
4 Smallpox
2 Profane Command
3 Recover
3 Oblivion Ring
3 Chronomantic Escape
3 Extirpate
1 Oblivion Ring
4 Thoughtseize
4 Wrath of God
The basic combo is Undertaker + 2x Oriss, to prevent the opponent from ever playing spells or attacking on their turn, stalling long enough to get out a haakon or dread to finish them off. Two undertakers makes them unable to play spells on your turn as well.
From testing, evacuation and Cryptic command, as well as other bounce have been the major killer of this combo.
Any and all input is greatly appreciated, thanks.