Maybeboard


I've had so much success (success =/= wins... success to me is that it's a really fun, interactive deck to play) with my Graveyard deck in Arena, that I decided to build my own real-life version. I play casually with friends and am not limited to the Arena-only or format-specific card choices (we play "Kitchen Table" Magic), so I've swapped out certain cards for some (hopefully) better, more efficient cards. I've made the following notable modifications to the deck:

Originally I used Stitcher's Supplier and Wall of Lost Thoughts to load my graveyard, but I've now included Buried Alive, Corpse Churn, and Crow of Dark Tidings to assist in the process.

Other notable card swaps:

*I've also finally decided to eliminate Hatchery Spider. This was a tough call for me because I loved how this card interacted with the deck and had Reach, but in the end, it was simply too redundant. It's ETB Graveyarding ability was rarely useful by the time the card came into play, and while I love that it has Reach, I have more than enough removal spells to handle that aspect of the game (I think!!!!)

So the strategy is pretty simple. You (ideally) want to "mill" yourself early to start loading the graveyard, then bring back the card/s you want and/or need. I've made sure to add cards to account for ANY card in your graveyard, since most graveyard effects target only the creatures. But cards such Archaeomancer & Elven Cache cover other non-creature card types.

A really fun "engine" in this deck is getting Recurring Nightmare in play, then sacrificing Ravenous Chupacabra and bringing it back continually to eliminate your opponent's creatures, Lotleth Giant to hit your opponent repeatedly for big damage, or Izoni, Thousand-Eyed to generate handfuls of Insect Tokens.

NOTE

I swapped out a number of the dual lands for basic lands. I simply had too many lands that were entering the battlefield tapped. This deck starts off slow enough as it is and I discovered really fast that all the ETB "tapped" lands were slowing me down TOO much.

I'm also considering investing in Assassin's Trophy for this deck since it can be used to remove ANY permanent my opponent's control, but I don't have the funds TBH.

2/24/2021 - RECENT UPDATES:

After the latest game night, I found that my Graveyard deck simply isn't hitting on all cylinders fast enough or consistently enough. I've removed the following cards (swapping in some more land and other cards that will hopefully play better without hurting the deck's synergy) and moved them into the "Maybeboard":

I've also edited my mana again. As noted earlier, I had originally removed a bunch of dual lands because the fact that they come into the battlefield tapped was slowing things down. However, I'm finding that I'm having trouble pulling the mana I need with so many basic lands, so I've added a number of dual lands back to the deck and hoping it works in the long run.

These were all really tough choices to make. I really love the old synergy of this deck, but it only starts to "shine" when I'm able to drag the game into the "mid-range". The deck simply struggles too much to bring the game to that point and I had to make some tough changes. I may swap some of these cards back in depending on how the new construction plays out...

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Date added 5 years
Last updated 2 years
Legality

This deck is Casual legal.

Rarity (main - side)

2 - 0 Mythic Rares

13 - 0 Rares

19 - 0 Uncommons

22 - 0 Commons

Cards 75
Avg. CMC 3.04
Tokens Bat 1/1 B, Human Cleric 1/1 BW, Insect 1/1 BG
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