4 Agent Of Masks
4 Blind Hunter
3 Curse Artifact
4 Cursed Land
4 Faith's Fetters
4 Pillory Of The Sleepless
3 Disenchant
4 Gerrard's Verdict
4 Vindicate
12 Plains
12 Swamp
2 Orzhova, The Church Of Deals |
 Bleed
Until There's Nothing Left.
Description of deck by its author (quoted):
This deck uses a variety of control mechanisms
with bleeding effects to win the game. It just packs eight creatures –
four Agent of Masks and four Blind Hunters. These are not enough to keep
the opponent from burying you in an avalanche of creatures, so be
prepared to take some damage. Your removal, Fetters, Vindicate,
Disenchant, and Pillory will need to be relied upon to give you the time
you need to establish control and win the game.
Don't worry overmuch with the small creatures your
opponent has. Faith's Fetters, Orzhova, Agents, Verdicts and Hunters will
all assist in gaining life. You'll get enough life to survive the small
stuff while you eliminate the big stuff. You can block recklessly with the
Blind Hunter if you have need because of the haunt provision. You'll note
that the opponent will die quickly to all of your bleeding effects.
Between Curse Artifact, Cursed Land, Pillory, Orzhova, Agents and Hunters,
your opponent will quickly be plinked to death. The benefit you receive
from all of this is obvious. Not only are you establishing control, not
only are you gaining life, but you are also winning simultaneously.
I tossed in Vindicate as an emergency mechanism. You can
toss it at anything that needs to be offed, although I expect that
creatures will be your primary target by far. There are some Disenchants
for artifacts and enchantments. Curse Artifact will deal two damage a turn
to the owner of the enchanted artifact, but the owner of said artifact
will usually choose to sacrifice it. This is perfectly fine by you.
I threw in a set of Gerrard's Verdicts. These are great
early game discards and you often get some life with them as well. Later
they become nice ways of taking out good cards or land, as players have a
tendency to hold either land or really good cards in their hand. Either is
good for you as you gain life or see good cards go away. Note that, as an
emergency, you can Verdict yourself and discard lands to gain life.
I included twenty-six lands because this seems a bit
more mana intensive than your normal deck, especially with four and five
drops of some importance, since they are your only creatures. Orzhova can
be activated with the extra mana when you have some, so feel free to play
lands when you get them. I hope you enjoyed this trek through a Bleeder
deck!
|
. |