Not to interrupt you guys and your Spawning decks
but I wanted to post this here so I don't forget and can come back to it later.
Something I have had the idea in my head for for awhile now but never got around to putting together or testing.
If you're running deathtouch in these colors you gotta take advantage of trample pumps!
Something like this maybe?
I got around to testing out the previous version I posted for at least a few games and I wasn't impressed. Honestly, the deck did GREAT at staying alive and drawing out games, but when I did get the chance to attack, it was often with 1 power creatures and that just wasn't cutting it for finishing out games.
One thing I will say though, is that I was extremely surprised at how well
Corpse Blockade worked. It obviously got the axe with this new build because we are focusing more on being aggressive and it just doesn't fit.
That said, in the games I ran with the previous build, the combination of
Corpse Blockade and
Giant Scorpion was pretty stupid. It made attacking in on the ground almost impossible for the people I played against. The sac effect on
Corpse Blockade was actually pretty useful for blanking supplemental effects from certain removal spells as well (like the lifegain from
Vicious Hunger) by saccing the creature before it resolves, since the creature was going to die anyways.
Was so surprised at how well
Corpse Blockade worked as a roadblock against aggro decks I am actually considering trying to make use of them in some sort of Control deck. I have been trying to think of a way to get Sheoldred to go infinite since I screwed around with the Dimir Self-Mill deck I made.
Corpse Blockade may just very well be that last combo piece we need, while also serving as a pretty reliable blocker until we collect our pieces.
Seriously, I really am THAT surprised by it. I have come to the conclusion that it blocks just about everything under 5 CMC in the format favorably outside of tokens going wide (which it still blocks pretty well since it has that 1 power), and it dodges the vast majority of removal being used by aggro decks in the format, making it particularly difficult for them to get rid of once it hits the table.
It certainly isn't a great card or anything, but I really am surprised by how well it works as an anti-aggro card, and I plan on trying to use that sac outlet to make Sheoldred go infinite at some point in the future.