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| "I come bearing cysts! Get it? ...Hello? Is this thing on?" |
Main Deck:
4 x Birds of Paradise
4 x Ichorclaw Myr
4 x Blight Mamba
4 x Cystbearer
3 x Putrefax
4 x Groundswell
4 x Vines of Vastwood
4 x Assault Strobe
4 x Lightning Bolt
3 x Livewire Lash
4 x Rootbound Crag
4 x Copperline Gorge
14 x Forest
Sideboard:
4 x Pyroclasm
4 x Plummet
4 x Naturalize
3 x Combust
I still have yet to test this deck myself, though I hope to this Friday. It will all depend on whether I can get my hands on two more Vines of Vastwood, which, in theory, should happen. I'm not going to play it short any Vines, however, so if I can't, I'll be tapping in my Myr deck of DOOM (which is probably a better deck, but I'm more eager to try this one).
I'm pretty much winging the sideboard. Yay other forms of removal? Pyroclasm is for dealing with other weenie decks. According to Ankiseth, who actually has been playtesting a version of this deck (some of his results are towards the end of the thread), it's good against Red Deck Wins (RDW).
At first, I wasn't enthusiastic about including Cystbearer. He costs more than Necropede, he has no effect upon entering the graveyard, he tells lame jokes... but being 2/3 with infect is pretty good. For one thing, it can survive one of those sideboarded Pyroclasms. For another, it can still get out by turn three if combined with Birds of Paradise.
And for thirdsies, it can do game-winning damage if unblocked at instant speed without any Assault Strobes. It would still take two cards, but two Groundswells, two Vines of Vastwood, or a combination of the two could still have it dealing 10 poison counters (assuming one pulls off landfall). Either of those with an Assault Strobe also works, so that's five ways an unblocked Cystbearer can end the game with two spells pumping it.
Odds are good that it won't be that simple, but while Cystbearer is less likely to pull of an early win, it's got better odds of finishing a game the deck fails to end as quickly as it wants, which will probably be most of them. Let's face it: the turn three win is an ideal scenario that won't happen most games even if there are lots of ways to do it.
Thoughts?



