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The main point is to get numerous Zombies out on the field, with lords to beef them up / add a layer of safety. A secondary goal is in general lifesteal with guys like the Gray merchant, who deals damage directly and gives it back as life just by entering the field (and is also a zombie) as a bit of safety / direct damage if they have a means to deal with a ton of creatures out on the field.
so, i won't have enough time to give a good review and recommendations, but from just glancing at the decklist, i can see tooooooons and toooooooons of x1 and x2. that's going to make you less consistent (especially as i don't really see many x3 and no x4) and possibly, less powerful.
i'm guessing you don't really buy singles? if that's true, but you do buy boxes/packs, change that habit around. get a general idea for what you want a decklist to be, proxy it and test it a little bit, then go and buy singles for that. buy packs/boxes for fun, primarily, especially if you and your playgroup like to do in house sealed/drafts. otherwise, it's a terribly losing proposition, valuewise.
Is there a particular goal to this deck? I'm seeing a lot of mixed up stuff in here, like Lifegain cards combined with mana-ramp, and various creature destruction - including some of your own creatures.
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Also, since we've been talking about Modern, I'll try to get the full decklist up, but I'm running a slightly modified Soul Sisters deck. Lifegain can be terrifying when used right.
The goal is to shove guys with silly ETB effects into Mimic Vat. Aethersnipe and Fleshbag Marauder have easy ways of entering the vat, while Thragtusk and Grave Titan are just silly when you can make/lose a copy every turn. The other guys are mostly just utility guys like Eternal Witness (grab my lost combo pieces/removal) and Coiling Oracle (card advantage/ramp).
Again, it's not particularly good, but it's a lot of fun. Getting a Thragtusk in the vat just feels dirty.
The goal is to shove guys with silly ETB effects into Mimic Vat. Aethersnipe and Fleshbag Marauder have easy ways of entering the vat, while Thragtusk and Grave Titan are just silly when you can make/lose a copy every turn. The other guys are mostly just utility guys like Eternal Witness (grab my lost combo pieces/removal) and Coiling Oracle (card advantage/ramp).
Again, it's not particularly good, but it's a lot of fun. Getting a Thragtusk in the vat just feels dirty.
I hate you guys for having weather that nice - we seriously went from 70s to 30s and over 8 inches of in one night and some of the morning. Colorado weather is ****ing bipolar
Last I checked your B / W deck is intended for standard right? Remember, Chalice isn't standard also, it really only gets use if you're really running hard life-gain because with most B / W decks you're just never going to go over 30 life, with a dedicated life-gain deck it's almost impossible to not go over 30. And, remember even if you manage to get the player back below 30 life, it doesn't matter if the Chalice was already out - the Chalice doesn't flip back.
When I was around 8 I didn't know how to play any card game and I just had a stack of random Magic/Pokemon/Yugioh cards that I thought looked cool, this is almost as confusing.
Last I checked your B / W deck is intended for standard right? Remember, Chalice isn't standard also, it really only gets use if you're really running hard life-gain because with most B / W decks you're just never going to go over 30 life, with a dedicated life-gain deck it's almost impossible to not go over 30. And, remember even if you manage to get the player back below 30 life, it doesn't matter if the Chalice was already out - the Chalice doesn't flip back.
While true, there are a good deal of ways for B/W to gain a good amount of life, and by the time it flips you are hitting them for 5 a turn and you should be at least 30 life or more vs their dwindling numbers.
I'll edit this / post my "wishlist" of cards for this new deck in a bit
(Also, looking at my other deck... Nighthowler probably isnt necessary, and I should probably choose between the Grey merchant or Geralf's messenger / get rid of a few removal spells and just focus on putting out critters...)
Here are the list of cards I've been looking at....
ENCHANTMENTS
Cost / Name / Description/Effect
-1 / Aegis of Honor / 1 : The next time an instant or sorcery spell would deal damage to you this turn, that spell deals that damage to its controller instead.
-1 / High Ground / Each creature you control can block an additional creature.
-1 / Edge of Divinity / Enchant creature
As long as enchanted creature is white, it gets +1/+2.
As long as enchanted creature is black, it gets +2/+1.
-2 / Ajani's Mantra / At the beginning of your upkeep, you may gain 1 life.
-2 / Blind Obedience / Extort (Whenever you cast a spell, you may pay White or Black. If you do, each opponent loses 1 life and you gain that much life.)
Artifacts and creatures your opponents control enter the battlefield tapped.
-3 / Archetype of Courage / Creatures you control have first strike.
Creatures your opponents control lose first strike and can't have or gain first strike.
-3 / Aura of Silence / Artifact and enchantment spells your opponents cast cost 2 more to cast.
Sacrifice Aura of Silence: Destroy target artifact or enchantment.
-3 / Hissing Miasma / Whenever a creature attacks you, its controller loses 1 life.
-3 / Orim's Prayer / Whenever one or more creatures attack you, you gain 1 life for each attacking creature.
-3 / Underworld Dreams / Whenever an opponent draws a card, Underworld Dreams deals 1 damage to him or her.
-3 / Curse of Shallow Graves / Whenever a player attacks enchanted player with one or more creatures, that attacking player may put a 2/2 black Zombie creature token onto the battlefield tapped.
-3 / Path of Bravery / As long as your life total is greater than or equal to your starting life total, creatures you control get +1/+1.
Whenever one or more creatures you control attack, you gain life equal to the number of attacking creatures.
-3 / Soul Link / Whenever enchanted creature deals damage, you gain that much life.
Whenever enchanted creature is dealt damage, you gain that much life.
-3 / Pillory of the Sleepless / Enchant creature
Enchanted creature can't attack or block.
Enchanted creature has "At the beginning of your upkeep, you lose 1 life."
-4 / Lightmine Field / Whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures equal to the number of attacking creatures.
-4 / Curse of Exhaustion / Enchanted player can't cast more than one spell each turn.
-4 / One Thousand Lashes / Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
At the beginning of the upkeep of enchanted creature's controller, that player loses 1 life.
-4 / Leyline of Sanctity / You gain hexproof. This card is free to place if it is in your opening hand
-5 / Angelic Chorus / Whenever a creature enters the battlefield under your control, you gain life equal to its toughness.
-5 / Noble Purpose / Whenever a creature you control deals combat damage, you gain that much life.
-5 / Priveleged Position / Other permanents you control have hexproof
-5 / Subversion / At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way.
-5 / EXQUISITE BLOOD / Whenever an opponent loses life, you gain that much life.
-5 / SANGUINE BOND / Whenever you gain life, target opponent loses that much life.
-5 / Boon Reflection / If you would gain life, you gain twice that much life instead.
-5 / Curse of Death's Hold / Creatures enchanted player controls get -1/-1.
-6 / True Conviction / Creatures you control have double strike and lifelink.
-7 / Debtor's Knell / At the beginning of your upkeep, put target creature card from a graveyard onto the battlefield under your control.
CREATURES
Cost / Name / Description/Effect
-2 / Tidehollow Sculler / When Tidehollow Sculler enters the battlefield, target opponent reveals his or her hand and you choose a nonland card from it. Exile that card.
When Tidehollow Sculler leaves the battlefield, return the exiled card to its owner's hand.
-2 / High Priest of Penance / Whenever High Priest of Penance is dealt damage, you may destroy target nonland permanent.
-3 / Souls of the Faultless / Defender (This creature can't attack.)
Whenever Souls of the Faultless is dealt combat damage, you gain that much life and attacking player loses that much life.
-4 / Wall of Reverence / At the beginning of your end step, you may gain life equal to the power of target creature you control.
-4 / Rhox Faithmender / Lifelink (Damage dealt by this creature also causes you to gain that much life.) If you would gain life, you gain twice that much life instead.
-4 / Hell's Caretaker / Tap, Sacrifice a creature: Return target creature from your graveyard into play. Only activate on your turn.
-4 / Phyrexian Obliterator / Trample. Whenever a source deals damage to Phyrexian Obliterator, that source's controller sacrifices that many permanents.
-4 / Sorin, Lord of innistrad / (+)1: Put a 1/1 black Vampire creature token with lifelink onto the battlefield.
(-)2: You get an emblem with "Creatures you control get +1/+0."
(-)6: Destroy up to three target creatures and/or other planeswalkers. Return each card put into a graveyard this way to the battlefield under your control.
-5 / Deathbringer Liege / Other white creatures you control get +1/+1.
Other black creatures you control get +1/+1.
Whenever you cast a white spell, you may tap target creature.
Whenever you cast a black spell, you may destroy target creature if it's tapped.
-5 / Obzedat, Ghost Council / When Obzedat, Ghost Council enters the battlefield, target opponent loses 2 life and you gain 2 life.
At the beginning of your end step, you may exile Obzedat. If you do, return it to the battlefield under its owner's control at the beginning of your next upkeep. It gains haste.
-6 / Treasury Thrull / Extort (Whenever you cast a spell, you may pay White or Black. If you do, each opponent loses 1 life and you gain that much life.)
Whenever Treasury Thrull attacks, you may return target artifact, creature, or enchantment card from your graveyard to your hand.
-6 / Purity / Flying. If noncombat damage would be dealt to you, prevent that damage. You gain life equal to the damage prevented this way. When Purity is put into a graveyard from anywhere, shuffle it into its owner's library.
-7 / Teysa, Envoy of Ghosts / Vigilance, protection from creatures
Whenever a creature deals combat damage to you, destroy that creature. Put a 1/1 white and black Spirit creature token with flying onto the battlefield.
-7 / Angel of Despair / Flying
When Angel of Despair enters the battlefield, destroy target permanent.
-7 / Serra Avatar / Serra Avatar's power and toughness are each equal to your life total.
When Serra Avatar is put into a graveyard from anywhere, shuffle it into its owner's library.
-8 / Ashen Rider / Flying
When Ashen Rider enters the battlefield or dies, exile target permanent.
SORCERY
Cost / Name / Description/Effect
-1 / Raise Dead / Return target creature from your graveyard to your hand
-2 / Zealous Persecution / Until end of turn, creatures you control get +1/+1 and creatures your opponents control get -1/-1.
-3 / Vindicate / Destroy Target Permanent
-5 / Rescue from the Underworld / As an additional cost to cast Rescue from the Underworld, sacrifice a creature.
Choose target creature card in your graveyard. Return that card and the sacrificed card to the battlefield under your control at the beginning of your next upkeep. Exile Rescue from the Underworld.
OTHER
Cost / Name / Description/Effect
Orzhov Basilica / Orzhov Basilica enters the battlefield tapped.
When Orzhov Basilica enters the battlefield, return a land you control to its owner's hand.
Tap: Add WhiteBlack to your mana pool.
Orzhov Guildgate / Orzhov Guildgate enters the battlefield tapped.
Tap: Add White or Black to your mana pool.
Goddless Shrine / (Tap: Add White or Black to your mana pool.)
As Godless Shrine enters the battlefield, you may pay 2 life. If you don't, Godless Shrine enters the battlefield tapped.
Isolated Chapel / Isolated Chapel enters the battlefield tapped unless you control a Plains or a Swamp.
Tap: Add White or Black to your mana pool.
Fetid Heath / Tap: Add 1 to your mana pool.
White or Black, Tap: Add WhiteWhite, WhiteBlack, or BlackBlack to your mana pool.
Plains / Adds White
Swamp / Adds Black
Looking at a more defensive/control type of setup here, with critters like the Scullers to exile opponent cards early on, and decent walls + lifegain to bide time as passive damage effects take their toll if I don't outright just attack with some of my creatures.
...So I just played Sonic Adventure for the first time off the 360 Dreamcast Collection. The camera is wack, but I like how you charge spindash by holding the action button rather than mashing it. Just got to Icecap so far and it's pretty fun.
Dude it snowed here in Nebraska as well and I was planning to rake someone's yard for about $25 bucks. Winter needs to leave and go to Cali or something.
Is there a particular goal to this deck? I'm seeing a lot of mixed up stuff in here, like Lifegain cards combined with mana-ramp, and various creature destruction - including some of your own creatures.
Looks like a value-midrange list with a flicker-longterm-plan in Mimic Vat+ETB creatures to me. Obviously not super focused, but as it's for fun that isn't to be expected - and having a Thragtusk under a Mimic Vat is lots of fun. You could streamline the list by a lot without loosing the theme, but that doesn't mean that you should. Also, Thragtusk giving life doesn't make it a lifegain card, it just makes it be nightmare incarnate for aggressive decks (that let you live that long).
I wrote more than I originally had anticipated and used way to many non-trivial terms, so I decided to put a short glossary on the bottom of this post. With this said - deck building:
Have a gamplan and make sure every card in your deck helps advance that gameplan. The gameplan should be as precise as possible while still being general enough to follow it every game. Playing a wrath in an aggro deck just in case your opponent has a better board position than you doesn't help you win. If a situation occurs, where your Wrath becomes useful, you'll often have lost anyway even with the wrath. If you replaced the wrath with, say, a burn spell, it'd helped you more in all games you weren't loosing and might even have prevented the situation where your wrath was useful from happening.
A major reason that leads to inclusion such as the one in our example is that many new players think of the scenarios they could draw a card in for it to be good and then include it on that ground. Instead you should look at the scenarios that are likely to occur and judge the card on those. You can't be prepared for every situation, because including one card always means exluding another (even if you were to go above the minimum deck size to include a card, you're now lowering the chance to draw any of your other cards.)
Instead, you'll have to find out what your deck needs and then include the best cards for each job. Here thinking in categories often helps. For example, if you need 6 creature removal spells for your midrange deck, you start by making a list of what removal spells are available in the format and what threats you're likely to run into. Now, you optimize your 6 removal spells to give you the best chance to answer any important threat in any given game. If you win the matchup against an aggro deck by the virtue of your creatures trumping theirs alone, you won't need to plan specifically for that matchup with your removal spells. If a creature is often played, but no threatening to your gameplan, it also has a lower priority as has a creature that would totally destroy your deck, that is simply never played.
If you have a backup plan, make sure it doesn't conflict with your main plan. It's okay to be able to combo out if your main plan is playing a tempo game while forcing the opponent to keep instant speed answers up to prevent a combo finish on your turn (see Tempo Twin in modern), but having a combo plan and a tempo plan that you can't execute at the same time usually only makes your deck less consistent.
60 card decks and many 4-ofs are givens. There are very few cases where a 61 card deck is better than a 60 card deck just on the ground of consistency. If you have any doubt over the number of cards in your deck, you should go as low as possible. 4-ofs are less clear, but generally you want to have a good reason for any card not being there as often as possible. On the other hand, it can be good to diversify your answers/finishers or play a 1-of legendary, because it's slightly better than your other cards to have once, but terrible to have multiples of. Also, you'll obviously want to keep the ratios of card types you have determined to be correct and not change it just to get 4-ofs. I.e. if you need 7 mana elves in your deck, because that's the right ratio, you'll play 4 of the best mana elf and 3 of the second best in the format.
The number of lands you run mostly depends on the speed of your deck, but is also influenced by other factors. For example, in the current standard you often run a bit more lands than what you'd usually do because the scry-lands you're using help not drawing too many lands. Because of this very few decks in the current standard go below 24 lands and looking at the latest Grand Prix results you see Control decks with as many as 31 lands. Usually, 24 is a good place to start, going down for faster decks/formats and up on the slower side.
For your lifegain deck: Gaining life is not a gameplan, because it doesn't help you defeat your opponent (only helps you not dying.) There's quite a few problems pure lifegain faces from usually being inefficent per mana even for surviving (because removal gains you more life in the long run) to not significantly advancing your game state. If you're set on building a lifegain-themed deck, you'll have to think of a way to really abuse gaining lots of life. Soul Sisters does this by having a 6/6 flying lifelinker and a continously growing creature due to the lifegain and also using its lifegain sources as legitimate threats by buffing them up. There was a (not quite competitive) lifegain deck in standard before rotation, that used the lifegain to turn the Chalice into a threat and also produce lots of angles. That's not enough for a good deck, but it's a beginning. Really, the biggest problem with building any deck, but especially lifegain, is formulating a gameplan that is competitive (or strong enough for the meta you're playing in.)
(Back into a more general direction
The first step should be deciding the format. You can very easily find which cards are available in which format by using the advanced search on Gatherer. From the list given, I'd guess this choice is Modern.
After this, for the first decks, you should probably start by choosing 1-3 colors and the direction of your deck. Aggressive, Midrange or Control? Synergy based, a Combo deck even, or just a collection of cards that work towards a common goal?
After this, you should look for a few cards that you want to use or ideally build your deck around them within your colors and in the chosen general deck type. The latter is a bit difficult in the beginning, so I wouldn't worry too much about it.
Once you've found a few cards, you should try to formulate a gameplan that involves them and somehow glues them together. This can be vague like "survive with lifegain and beat down with white creatures" and will be refined later.
And then, you start looking for cards that suit your deck and start brewing.
Once you have a deck, you should try it, possibly proxy it first, and iterate until you're comfortable with it.
Very vague plan, but deckbuilding is far too complicate to just sum it up in a few paragraphs, so I'll leave it with that for now.
X-for-Y: Gaining/neutralizing X cards by using Y cards.
Answer: Reactive card that negates the effect of one or more card of the opponent.
Burn spell: A (usually red) card that primarily deals damage and can be aimed at player. Burn spells usually also have the option to be used as creature removal, making them very versatile.
Combo: A combination of cards whose whole is much greater than the sum of its parts, often wins the game on the spot. Combo decks are decks are aimed to find a combo, force it through permission and win the game on the spot. Comboing out is the act of winning with your combo.
Control: Control decks generally try to survive into the late game by effectively answering everything the opponent does and have a good plan to win from there. Often, the plan of a control deck is to use 1-for-1s and board-wipes to answer your opponent's threats effectively while finding the needed removal via card advantage spells to then take over due to the card advantage spells and all of your cards being useful in the late game and win the game with a hard to anwser combination of finishers, that don't take much deck space away from the answer cards. This gameplan is then refined dependent on the tools available in the format.
ETB: enters-the-battlefield
Flicker: Exiling a creature and then returning it to the battlefield. More generally any method to retrigger ETB-effects.
Mana Elf: A green creature that costs 1 mana and can tap to produce 1 mana. Can also be used to more closely refer to an Elf-Creature that costs G and taps for mana.
Midrange: One of the most ill-defined deck archetype terms, can generally refer to any deck that is not of another archetype. The best description I could come up with is that a midrange deck tries to play disrupting or threatening cards on curve to maintain a reasonable board presence and not fall behind in tempo, while relying on card quality advantage to incrementally gain (sometimes virtual) card advantage.
Permission: Anything that allows to prevent your opponent from doing what they want. Counterspells are the prime form, but cards that prevent specific spells from being played, targeted discard spells and even removal can also fall under permission.
Tempo: Hard to explain, because it not only depends on everything that has been done in the game, but also the possible actions and the gameplans of the decks involved. You could generally say that your Tempo advantage is how many turns your opponent has to spend to get an even game state. E.g.: If one player plays a four mana spell on his turn and then counter's a six mana spell on the opponent's turn he has earned almost a whole turn of tempo advantage, sometimes even more. Tempo as a deck type focuses on keeping the opponent from doing something while simultaneously winning the game.
Wrath: A card that destroys all creatures on the field including your own. Named after the card Wrath of God (2WW: Destroy all creatures. They can't be regenerated.)
Here are the list of cards I've been looking at....
ENCHANTMENTS
Cost / Name / Description/Effect
-1 / Aegis of Honor / 1 : The next time an instant or sorcery spell would deal damage to you this turn, that spell deals that damage to its controller instead.
-1 / High Ground / Each creature you control can block an additional creature.
-1 / Edge of Divinity / Enchant creature
As long as enchanted creature is white, it gets +1/+2.
As long as enchanted creature is black, it gets +2/+1.
-2 / Ajani's Mantra / At the beginning of your upkeep, you may gain 1 life.
-2 / Blind Obedience / Extort (Whenever you cast a spell, you may pay White or Black. If you do, each opponent loses 1 life and you gain that much life.)
Artifacts and creatures your opponents control enter the battlefield tapped.
-3 / Archetype of Courage / Creatures you control have first strike.
Creatures your opponents control lose first strike and can't have or gain first strike.
-3 / Aura of Silence / Artifact and enchantment spells your opponents cast cost 2 more to cast.
Sacrifice Aura of Silence: Destroy target artifact or enchantment.
-3 / Hissing Miasma / Whenever a creature attacks you, its controller loses 1 life.
-3 / Orim's Prayer / Whenever one or more creatures attack you, you gain 1 life for each attacking creature.
-3 / Underworld Dreams / Whenever an opponent draws a card, Underworld Dreams deals 1 damage to him or her.
-3 / Curse of Shallow Graves / Whenever a player attacks enchanted player with one or more creatures, that attacking player may put a 2/2 black Zombie creature token onto the battlefield tapped.
-3 / Path of Bravery / As long as your life total is greater than or equal to your starting life total, creatures you control get +1/+1.
Whenever one or more creatures you control attack, you gain life equal to the number of attacking creatures.
-3 / Soul Link / Whenever enchanted creature deals damage, you gain that much life.
Whenever enchanted creature is dealt damage, you gain that much life.
-3 / Pillory of the Sleepless / Enchant creature
Enchanted creature can't attack or block.
Enchanted creature has "At the beginning of your upkeep, you lose 1 life."
-4 / Lightmine Field / Whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures equal to the number of attacking creatures.
-4 / Curse of Exhaustion / Enchanted player can't cast more than one spell each turn.
-4 / One Thousand Lashes / Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
At the beginning of the upkeep of enchanted creature's controller, that player loses 1 life.
-4 / Leyline of Sanctity / You gain hexproof. This card is free to place if it is in your opening hand
-5 / Angelic Chorus / Whenever a creature enters the battlefield under your control, you gain life equal to its toughness.
-5 / Noble Purpose / Whenever a creature you control deals combat damage, you gain that much life.
-5 / Priveleged Position / Other permanents you control have hexproof
-5 / Subversion / At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way.
-5 / EXQUISITE BLOOD / Whenever an opponent loses life, you gain that much life.
-5 / SANGUINE BOND / Whenever you gain life, target opponent loses that much life.
-5 / Boon Reflection / If you would gain life, you gain twice that much life instead.
-5 / Curse of Death's Hold / Creatures enchanted player controls get -1/-1.
-6 / True Conviction / Creatures you control have double strike and lifelink.
-7 / Debtor's Knell / At the beginning of your upkeep, put target creature card from a graveyard onto the battlefield under your control.
CREATURES
Cost / Name / Description/Effect
-2 / Tidehollow Sculler / When Tidehollow Sculler enters the battlefield, target opponent reveals his or her hand and you choose a nonland card from it. Exile that card.
When Tidehollow Sculler leaves the battlefield, return the exiled card to its owner's hand.
-2 / High Priest of Penance / Whenever High Priest of Penance is dealt damage, you may destroy target nonland permanent.
-3 / Souls of the Faultless / Defender (This creature can't attack.)
Whenever Souls of the Faultless is dealt combat damage, you gain that much life and attacking player loses that much life.
-4 / Wall of Reverence / At the beginning of your end step, you may gain life equal to the power of target creature you control.
-4 / Rhox Faithmender / Lifelink (Damage dealt by this creature also causes you to gain that much life.) If you would gain life, you gain twice that much life instead.
-4 / Hell's Caretaker / Tap, Sacrifice a creature: Return target creature from your graveyard into play. Only activate on your turn.
-4 / Phyrexian Obliterator / Trample. Whenever a source deals damage to Phyrexian Obliterator, that source's controller sacrifices that many permanents.
-4 / Sorin, Lord of innistrad / (+)1: Put a 1/1 black Vampire creature token with lifelink onto the battlefield.
(-)2: You get an emblem with "Creatures you control get +1/+0."
(-)6: Destroy up to three target creatures and/or other planeswalkers. Return each card put into a graveyard this way to the battlefield under your control.
-5 / Deathbringer Liege / Other white creatures you control get +1/+1.
Other black creatures you control get +1/+1.
Whenever you cast a white spell, you may tap target creature.
Whenever you cast a black spell, you may destroy target creature if it's tapped.
-5 / Obzedat, Ghost Council / When Obzedat, Ghost Council enters the battlefield, target opponent loses 2 life and you gain 2 life.
At the beginning of your end step, you may exile Obzedat. If you do, return it to the battlefield under its owner's control at the beginning of your next upkeep. It gains haste.
-6 / Treasury Thrull / Extort (Whenever you cast a spell, you may pay White or Black. If you do, each opponent loses 1 life and you gain that much life.)
Whenever Treasury Thrull attacks, you may return target artifact, creature, or enchantment card from your graveyard to your hand.
-6 / Purity / Flying. If noncombat damage would be dealt to you, prevent that damage. You gain life equal to the damage prevented this way. When Purity is put into a graveyard from anywhere, shuffle it into its owner's library.
-7 / Teysa, Envoy of Ghosts / Vigilance, protection from creatures
Whenever a creature deals combat damage to you, destroy that creature. Put a 1/1 white and black Spirit creature token with flying onto the battlefield.
-7 / Angel of Despair / Flying
When Angel of Despair enters the battlefield, destroy target permanent.
-7 / Serra Avatar / Serra Avatar's power and toughness are each equal to your life total.
When Serra Avatar is put into a graveyard from anywhere, shuffle it into its owner's library.
-8 / Ashen Rider / Flying
When Ashen Rider enters the battlefield or dies, exile target permanent.
SORCERY
Cost / Name / Description/Effect
-1 / Raise Dead / Return target creature from your graveyard to your hand
-2 / Zealous Persecution / Until end of turn, creatures you control get +1/+1 and creatures your opponents control get -1/-1.
-3 / Vindicate / Destroy Target Permanent
-5 / Rescue from the Underworld / As an additional cost to cast Rescue from the Underworld, sacrifice a creature.
Choose target creature card in your graveyard. Return that card and the sacrificed card to the battlefield under your control at the beginning of your next upkeep. Exile Rescue from the Underworld.
OTHER
Cost / Name / Description/Effect
Orzhov Basilica / Orzhov Basilica enters the battlefield tapped.
When Orzhov Basilica enters the battlefield, return a land you control to its owner's hand.
Tap: Add WhiteBlack to your mana pool.
Orzhov Guildgate / Orzhov Guildgate enters the battlefield tapped.
Tap: Add White or Black to your mana pool.
Goddless Shrine / (Tap: Add White or Black to your mana pool.)
As Godless Shrine enters the battlefield, you may pay 2 life. If you don't, Godless Shrine enters the battlefield tapped.
Isolated Chapel / Isolated Chapel enters the battlefield tapped unless you control a Plains or a Swamp.
Tap: Add White or Black to your mana pool.
Fetid Heath / Tap: Add 1 to your mana pool.
White or Black, Tap: Add WhiteWhite, WhiteBlack, or BlackBlack to your mana pool.
Plains / Adds White
Swamp / Adds Black
Looking at a more defensive/control type of setup here, with critters like the Scullers to exile opponent cards early on, and decent walls + lifegain to bide time as passive damage effects take their toll if I don't outright just attack with some of my creatures.
Last I checked your B / W deck is intended for standard right? Remember, Chalice isn't standard also, it really only gets use if you're really running hard life-gain because with most B / W decks you're just never going to go over 30 life, with a dedicated life-gain deck it's almost impossible to not go over 30. And, remember even if you manage to get the player back below 30 life, it doesn't matter if the Chalice was already out - the Chalice doesn't flip back.
Do you actually sack two cards on your side of the field to summon it? I kinda stopped with Yu-Gi-Oh a while ago. I have no problem with it, I just never had a big interest in the card game. That honestly just sounds like a giant pain.
Do you actually sack two cards on your side of the field to summon it? I kinda stopped with Yu-Gi-Oh a while ago. I have no problem with it, I just never had a big interest in the card game. That honestly just sounds like a giant pain.
Okay so you can Normal Summon monster cards with 4 stars or under. You have to sack 1 monster card to summon a 5-7 star. You sack 2 for 8 or higher. Some cards have special requirements in order to be summoned as well. In Blue-Eyes's case, he has no Special Summon requirements, so you sacrifice 2 monsters to summon him.
Correct me if I got anything wrong.
Okay so you can Normal Summon monster cards with 4 stars or under. You have to sack 1 monster card to summon a 5-7 star. You sack 2 for 8 or higher. Some cards have special requirements in order to be summoned as well. In Blue-Eyes's case, he has no Special Summon requirements, so you sacrifice 2 monsters to summon him.
Correct me if I got anything wrong.
Okay so you can Normal Summon monster cards with 4 stars or under. You have to sack 1 monster card to summon a 5-7 star. You sack 2 for 8 or higher. Some cards have special requirements in order to be summoned as well. In Blue-Eyes's case, he has no Special Summon requirements, so you sacrifice 2 monsters to summon him.
Correct me if I got anything wrong.
Do you actually sack two cards on your side of the field to summon it? I kinda stopped with Yu-Gi-Oh a while ago. I have no problem with it, I just never had a big interest in the card game. That honestly just sounds like a giant pain.
Dude it snowed here in Nebraska as well and I was planning to rake someone's yard for about $25 bucks. Winter needs to leave and go to Cali or something.