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$0.25€0.140.03 | |||
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$14.600.03 | |||
$1.56€2.450.01 | |||
$0.50 | |||
Instant, Sorcery, Enchantment, Artifact (10) | |||
Land (24) | |||
$34.79 | |||
$4.72 | |||
$4.85€3.650.83 | |||
$7.80 | |||
$7.13€8.980.72 | |||
$5.12€4.251.68 | |||
$2.17€3.941.58 | |||
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Swamp
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$0.98€0.490.04 | ||
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Mountain
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$0.37€0.180.03 | ||
1
Forest
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$0.56€0.350.04 | ||
$1.37 |
$0.50 | |||
$0.20€0.140.01 | |||
$0.34€0.340.03 |
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Learn more Download For WindowsSo, I have looked at the card Kami of Mourning and I have loved it ever since it was released in the Kamigawa, but it has never really worked, that is before now. With the combination of a few cards I will mention in just a bit i have made this card in to a "fair and balanced" card, with a sollid 17 wins to 7 losses, i am proud to present my homebrew meme deck that might be more than just a meme:
So, the deck has 3 main cards it plays around, those are in no spesific order: Kami of Mourning, Goblin Trapfinder and Spawning Pod. Now if you have not understood the big brain interaction between these cards let me show you an example, for ease of use I will just use the initials of the cards names to make the reading easier.
So let us say that you have been lucky and have gotten the KoM out early, you should (almost) allways target itself with its EtB¹, now most likely you will have another creature with cmc 4 or higher die, and thus you will get your KoM back, ok all basic so far. When your KoM returns, just pick the lowest cmc you have in your graveyard, when all creatures in your graveyard has been KoM'ed then do the same with creatures on your battlefield, but rememmber, if there is a KoM that has not been KoM'ed yet, you know what to do.
So with the tactic above, you will almost allways have a creature return to the battlefield when they die, so how do we get our creatures to die? Well, that is easy! We have the GT and the SP, the GT works better as a "draw" ability, and the SP works more like removal, how? We will get to that later.
So the next card to focus on, the GT. This is simple: it draws us a creature, it reduces its cost, gives it haste and most importantly, gives it the perpetual "drawback" of being sacrificed at the end of your turn... "oh no a creature dying how horrible!" So it fixes the carddraw that the deck would otherwhise be missing, another very very important bit is that it has a cmc of 1, i.e. if it has been KoM'ed when ever most of your creatures dies, you will soon get a creature back, to die again, to get GT back, and so on. That is already an suprisingly strong combo.
And then to our "removal card", SP. How is this a removal card? Well with the help of Skyfisher Spider, our only cmc 4 creature (and card), your oponent has a annoying/scary permanent? Just sac a cmc 3 card, and viola SS gets to remove it! And would you look at that, what is our most common cmc 3 creature? KoM! So when you get to SS a creature, you rarely go down a creature, since with SP you get a KoM'ed creature back, to then sacrifice, and then you get your KoM back and so on. (are you catching on what this deck likes to do?).
And of course, SP is also our main win-condition, with it we can climb up the cmc ladder, to get Junji, the Midnight Sky that can shock our oponent and discard their cards, or most often get a big card in your graveyard back (how? find out soon™) or get a sweet big creature from your oponents graveyard. The other cmc 5 we have is Wyll, Pact-Bound Duelist, now do not use his specialise unless it is critical to survive, we mostly want him unspecialised so that when ever he re-enters from the graveyard with the power of KoM we get to fourcefully borrow a creature/artifact from our oponent (that we can then use SP to remove it if it is a creature), the other reason we dont want to specialise him is that we want his cmc to stay low, and if you have not noticed specialising increases the cards cmc by 1. Then, at cmc 6 we also have two cards, The Hourglass Coven and Olivia, Crimson Bride. THC is so good for this deck, since we get multiple low cmc creatures to then KoM later down the line, and to proc more KoM's. I will go over later what cards from the diffrent spellbooks in this deck are the best. And then Olivia, want to get back the creature you just SP'ed? well here you go, get that Wyll back again and steal some more stuff! And at our last cmc, 7, we have Forgefire Automaton and Toxrill, the Corrosive, FA just like Olivia gets our creatures back, and Toxrill is a very nice onesided sweeper that functions as a big life gain, and some draw with the help of Prosperous Innkeeper
So going over the rest of the cards, the following aplies as usuall, they are amasing when they die, and they are sweet when they come back.
Cursebound Witch is here for the longer fights to get more creatures. Willow Geist to fight those pesky red agro decks, grow big, gain life. Penregon Besieged my beloved, red decks hate it, and most creature decks hates it too, makes you survive. Prosperous Innkeeper more life, and more importantly treasure gain, oh my you get so many treasures after a while. Phyrexian Dragon Engine now no matter what you do, dont unearth this, let the the KoM get it back for card draw. Lukamina, Moon Druid, if you are missing a land drop or creatures in the graveyard this is sweet, also if you get this off a GT it is sooo good since it returns itself, and basicly can "die" many many times all on it owns. And lastly for the long fights Mephidross Slime, gets the cmc 3's back in to your deck, oh and they grow huge later down the fight.
REMOVE:
ADD:
REMOVE:
ADD:
If they run artifacts/enchantments you need to remove add:
Otherwhise:
And lastly, add some
and
make sure you have atleast 1 of each, if you feel like you need to play quicker, go for more GTs, if you feel like you need more value, go for more Witches.
It can probably be better, I went with most of my dual lands be pain lands, due to the sollid lifegain from the innkeepers.
We also have two spicy lands: Hostile Hostel // Creeping Inn for some sacs if you need some thing to die. And Phyrexian Scrapyard for lands if you missed a land draw, or mainly to discard cards to your graveyard to KoM later.
It says itself that these drafts differs heavily from match up to match up, and even more in the situations that you are in the current fight.
is a sollid 2 cmc incase you are missing those in the current fight. 7/10
A nice gain and drain, very nice when you have stabilised and need to finish out the game, but other than that not too usefull. 6/10
Oh my, low cmc, gain and drain and it is cute? This is an amazing win in my book (oh and with the help of a certian other card in the spell book this is a wincon in itself) 10/10
Now this is not a creature, and it is super expenisve, but if you can get it and can aford it with your treasures, allways pick it, otherwhise it is useless. 0/10 & 10/10
Gain and drain, just like the bat, if your oponent manages to take your creatures allways out, pick it above the bat, otherwhise it is meh, but not useless. 5/10
Not a creature, not a pick. Almost never the pick, unless you have a creature, and are exactly 2 damage off leatheal 0/10
I have yet to get this card to work, it probably can but i have not gotten it as a pick in a situation where it is usefull. Might be great, might be trash, i have no idea sadly. ?/10
Tormeent of Scarabs For when the game slows down, i would say that the other curses are better, but still good in a stalled game 4/10
This is sweet for those stalled games against creature heavy decks, but is still not ofthen the go to pick. 5/10
I have never picked this, since it is almost just a cmc 1 that wants to be exiled, no thanks 1/10
I see sacrifice a creature, that is good just by itself, and you get to draw a card? Amazing 9/10
Mostly just a landdrop if you have no lands, whise pass. We do not want to remove creatures from our graveyard 1/10, 10/10 if you have no lands and are early game
A vanilla creature? in my spellbook!? no -1/10
A free sac outlet? Amazing, 10/10 if it had not text, and it gives you food to give to a certian cat? Nice to bring ptsd back to your oponents 11/10
Witch's Vengance In the situation that your oponent has to many creatures for your Penregon Besiegeds to handle, take this. 4/10
Pick up one of these, and consistently discard stuff from your oponents hand, a bit worse than the black cat from the witch 6/10
A very nice way to draw cards during the game if it stalls out, also sweet to discard to the Phyrexian Scrapyard or when specialising 8/10
Card draw, and high cmc? And you can cast it for an alternative cheeper cost?! YES 8/10
Is a suprisingly strong card, given you have the inkeeper out. 10/10 with inkeeper 3/10 without.
Some nice graveyard exile, but other than that it is just a big cmc creature if you are missing that. 4/10
A sollid low cmc card, better than you would think 7/10
Mostly just good when you need to heal, mostly from a red agro matchup. 8/10 if needed, otherwhise 5/10
Not only is this a meh card when compared to the other cmc 2's, but it even has a (almost) strictly better card in this spell book, only pick if you NEED a creature NOW. 2/10
Card draw? On creature death? Oh yes please! 9/10
This is the (almost) strictly better card than the cullblade, a sollid option if you have a Penregon Besieged out. 7/10
This mostly is just a cmc 2 2/2, not that usefull. 0/10
Oh, what is this? Another hidden wincon! get this KoM'ed asap, with this you can suprisingly quickly mill out the oponent, this combined with a certinan hag that also mills, it is quite consistant for milling your oponent out 10/10
, basicly a worse blade juggler, but its nice part is that it can get back most KoM'ed creatres, but it is otherwhise a meh card 4/10
Vengefull Warcheif Basicly the last one, but a bit worse 2/10
You rarely get to go in to the dungeon, but the deathtouch is nice to scare your oponent from attacking. 4/10
For (man these are all visually similar):
Basicly a curse on a stick, ok for stalled games, but other wise it is meh. 3/10
Great if you have no other way to discard your oponents cards, but it is bad if it does nothing. 8/10 if you can discard your oponents cards, 0/10 if they have no hand.
Quite good for finishing out a stalled game, the tokens grow quickly out of hand. 6/10
Very good if your oponent runs x/1 cards, can be a nice consistant removal. 8/10
Good for scaring an oponent with removal from removing stuff when they have low health, but other than that is very meh. 3/10
wow, menace, wow. You are rarely going to attack with these. 0/10
WOW this is great! You get to mill them out in aprox 8 rounds, this is amazing, do not sleep on this. 10/10
Hag of Syohoned Breath Amazing for shocking out a stalled game, pick her when you find her. 10/10
Say goodbye to land topdecking. 11/10
So, hope that you have fun with the deck, i personally love this deck. If you have any reccomendations for the deck or for the next time i write a guide for my decks please do share, since this is my first shared deck online. But remember to have fun and watch those triggers go brrrrrr
-Jkxyz
Footnotes:
¹ If you are afraid of your oponent holding up instant removal, do not target the KoM you just played since the effect will not resolve, pick another target in your graveyard.
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