4 Leyline of Singularity
4 Hunted Horror
4 Hunted Phantasm
4 Telling Time
4 Repeal
4 Last Gasp
4 Dark Confidant
4 Mimeofacture
4 Necroplasm
4 Watery Grave
11 Swamp
9 Island |
 Singularity
Complex.
Description of deck by it's author
(quoted):
I'll freely admit this is a block conversion
of a deck I just read about. I had intended to look into the Leyline of
Singularity/Hunted combo anyway, this just gave the deck more clarity (I
think). Basically, you'd like to throw a Leyline of Singularity down at
the beginning of the game, cast Hunted Horror on turn 2, and swing for 7
with wild abandon (for those unaware, the centaur tokens will be killed
because Leyline of Singularity makes them legendary, and they die to the
legend rule). Obviously the same applies to Hunted Phantasm, who has the
added bonus of being unblockable. Last Gasp can act as early removal if
we need it to get rid of utility creatures. Mimeofacture acts as removal
with LoS out, but is not useless without it. Telling Time can dig
further for LoS if we need one, while setting up more favourable things
for Bob to find. Repeal on a Centaur token isn't too bad if Hunted
Horror comes down without LoS in play; beat down for 4 on turn 3 is
still pretty good. My addition to the deck is Necroplasm. With such low
casting costs on our creatures, it looks horrible, and in fact very well
could be. My theory is that it will kill all those tokens almost
immediately, allowing us to beat down unimpeded for a few turns; at
least this is another option instead of relying solely on the Leyline.
Playtesting will tell whether that is an innovation or a Really Dumb
Idea™.
I think Dimir Doppleganger could be exciting in the sideboard. Let's
face it, your Hunted Horror is going to get Putrefied or Mortified some
times. Got a Horror in the yard? Clone that fatty! I'd say this comes in
against dredgers or when you think removal may be high.
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