![]() This deck needs sek a lot less than the others, but desperately needs ramp.Įlves: because why not? Throw in a good sac engine and you can end up with a board killing engine very quickly. Only thing better than high value creatures at a reasonable cost like ] or ] is high value creatures leaving behind a hasty token if they die. Goodstuff: not my favorite direction for sek, but still very effective. ] really puts this deck together, and ] along with ] can make for a powerful Quasi-control. Assuming my total draw on turn 5 (about when I want to oblit) is 5 dorks, 4 lands, 1 oblit/tutor, and 2 accessories/tutors, I usually have no problem getting all of those cards + sek'kuar onto the field and obliterating on turn 5. That said I just don't think they're necessary. Ideally, you'll want cards like ] or ] to provide haste if you deam it necessary, as they both have very powerful added effects. With those 2, mostly it's because I hate giving enemy creatures haste. ] ] and ] are all fabulous examples of such a deck. There are dozens of creatures in green that sacrifice for land. Sacrifice: a deck riddled with valuable, useful, and powerful sacrifice effects makes for a VERY powerful Sek deck. There are a few different directions you can take Sek in, and the right direction depends heavily on your meta. Hope this helps somewhat! If you have any questions, don't hesitate:) I don't play lords like Ashenmoor Liege, because if there are no blockers anyway, it doesn't really matter that I attack with 'just' a 3/1 instead of a 5/3, because their loss is imminent anyway. My deck is based on a lot of removal, and the fact that most of my stuff survives through that. Some other cards from my own Sek'Kuar deck that are pretty strong:Įternal Witness, Chancellor of the Forge, Puppeteer Clique, Mimic Vat, Kiki-Jiki, Mirror Breaker, Bloodghast, Massacre Wurm, Living Death. It easily triggers 4-5 times before your next upkeep, so it is way faster to get an advantage out of it. With your amount of creatures, I would play Lurking Predators instead. My group is pretty heavy on removal, so something that needs to stick multiple turns to make a profit, doesn't really cut it. Primeval Bounty is also somehting I would not play. If you want to deal damage, take Vicious Shadows or Stalking Vengeance. You seem to only have a reasonable amount as well, so I think that it would not be as strong as you hope it will be. In my own deck, I have found Flayer of the Hatebound not that strong without an excessive amount of reanimation. ![]() You don't want to give your opponents their stuff back, and it holds back your own reanimate spells. Underworld Cerberus doesn't really do anything here. Definitely upgrade Pharika to Necrogenesis, and Plague Boiler to Oblivion Stone.
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