Welcome
to
another
Precon
Recon
here
at
Pojo.com!
What
with
Thanksgiving
this
week,
I
thought
it
appropriate
to
look
at a
deck
based
on
sending
things
to
the
graveyard,
kind
of
like
what
we
are
all
doing
with
the
Turkey
we
will
be
savoring.
So I
will
look
at
the
Deathly
Dominion
deck
from
Innistrad,
and
take
advantage
of
the
Morbid
ability.
The
original
deck
list
can
be
found
here:
http://www.wizards.com/Magic/TCG/productarticle.aspx?x=mtg/tcg/innistrad/intropacks#deck3
Deathly Dominion
Innistrad Intro Pack
Let
me
start
off
by
saying
that
I
absolutely
love
the
ideals
of
this
deck,
I
just
wish
that
it
was
assembled
better.
The
fact
that
this
deck
depends
on
things
dying
just
means
it
should
be
mainly
your
opponents,
unless
yours
dying
benefits
you
more.
I
built
a
deck
very
similar
to
this
one
from
the
ground
up,
but
used
red
and
black,
and
it
has
been
amazingly
successful.
I
think
that
this
deck
performs
much
better
with
red,
and
has
better
capabilities
in
utilizing
red,
but
will
focus
on
what
we
have
here,
but
will
make
some
more
suggestions
at
the
end
if
you
wish
to
splash
red
into
the
deck,
essentially
making
it a Jund
deck
from
Innistrad.
So
the
deck’s
main
focus
is
on
killing
things
off
for
various
reasons,
and
then
gaining
the
benefit
from
Morbid.
The
problem
the
deck
runs
into,
is
it
has
a
lot
of
Morbid
ability,
but
lacks
reasons
to
have
it
go
off.
The
few
things
that
could
trigger
it
also
cost
mana,
which
means
the
spells
with
Morbid
then
cost
even
more
to
play
for
benefit.
The
deck’s
description
says
don’t
hesitate
even
if
the
bonus
won’t
be
there,
and
it
makes
sense
due
to
the
fact
that
if
you
wait
too
long,
you’ll
be
dead!
So
we
will
look
at
the
ways
of
fixing
that,
reducing
some
costs,
and
over
all
trying
to
speed
things
up a
bit,
so
that
you
actually
will
gain
all
the
Morbid
benefits
you
can.
So
let
us
begin
by
looking
at
what
is
no
longer
required
for
us
to
run
the
deck
successfully.
Make
a
Wish
is
one
of
the
first
cards
that
I
looked
at
and
said
“No
way!”
Four
mana
for
two
random
cards
is
just
not
worth
it
to
me.
There
is a
much
better
option
that
I
will
look
at
later,
but
honestly,
the
way
the
deck
is
going
to
be
rebuilt,
anything
we
send
to
the
graveyard
we
may
never
need
back,
and
if
we
do,
we
shouldn’t
leave
getting
it
back
up
to
chance.
I
would
have
to
say
that
the
same
is
true
for
the
Caravan
Vigil’s.
Though
they
do
have
a
rather
nice
Morbid
trigger,
I’d
rather
just
use
Rampant Groth
or
even
Traveler’s
Amulet.
For
me,
Naturalize
is a
sideboard
card,
but
I
suppose
some
people
may
like
having
it,
just
in
case.
Leave
it
in
if
you
want,
I’d
rather
side
board
it.
Another
risk/reward
based
card
is
the
Prey
upon.
While
it
could
be a
good
thing,
I’d
rather
use
it’s
space
for
something
that
will
kill
something
for
sure,
rather
then
hope.
And
it
reduces
the
risk
of
losing
one
of
your
own
creatures
as
well.
Brain
Weevil,
while
having
a
sacrifice
ability,
just
doesn’t
match
well
for
it’s
mana
cost.
Four
mana
for
something
that
will
just
end
up
dead,
doesn’t
work
for
me.
Woodland
Sleauth
is
another
card
very
similar
to
the
Make
a
Wish.
It
shouldn’t
be a
random
decision
as
to
what
is
returned
from
your
graveyard.
You
should
know
what
you
want
back,
and
get
it
back.
The
Warpath
Ghouls
were
nothing
more
than
filler
cards
in
this
deck.
They
serve
no
great
purpose,
and
certainly
should
remain
in
it.
Hollowhenge
Scavenger
is
nice
for
the
life
gain,
but
we
will
replace
it
with
something
much
better
for
life
gain,
which
will
also
cause
life
loss.
That
is
eleven
cards
we
have
removed.
While
not
a
ridiculous
amount,
it
is
enough
that
the
face
of
the
deck
will
greatly
change.
Obviously,
there
are
rare
cards
that
if
you
can
get
your
hands
on,
you
should.
The
main
ones
are
another
Skirsdag
High
Priest
and
Reaper
from
the
Abyss.
Skirsdag
high
Priest
is a
key
component
in
this
deck,
and
having
another
copy
only
increases
the
chances
of
pulling
one.
He
is
going
to
be a
work
horse
for
the
deck
once
out,
dropping
5/5
flying
Demons
every
time
you
kill
something.
And
the
Reaper
from
the
Abyss
is
going
to
be
helping
kill
things
off
at
alarming
rates
should
you
find
ways
off
killing
things
every
turn,
even
during
your
opponents
turn.
But
let
us
focus
on
some
easier
to
come
by
options.
Let
me
begin
simply
with
Falkenrath
Noble.
Every
time
something
dies,
you
gain
1
life
and
target
opponent
loses
1
life.
With
how
often
thing
will
be
dying,
you
can
gain
much
more
life
than
you
would
have
using
the Hollowhenge
Scavenger,
while
also
causing
your
opponent
to
lose
life.
The
trade
off
there
is
self
explanatory.
Two
copies,
at
least.
Remember,
they’re
effects
would
be
cumulative
should
you
have
multiple
copies
out.
Another
card
that
should
be
in
here
is
fuel
for
your
Morbid,
and
that
is
Jade
Mage.
The
Jade
Mage’s
ability
to
drop
tokens
is
key
when
you
need
to
sacrifice
things
regularly.
Of
course,
if
you
could
get
your
hands
on a
Lord
of
Lineage,
it
doesn’t
cost
mana
to
get
tokens,
but
for
a
common
option,
the
Jade
Mage
is
ok.
Two
copies
at
least
so
that
you
increase
chances
of
pulling
one.
It
wouldn’t
hurt
to
add
in
another
Doom
Blade,
Go
For
the
Throat,
or
even
Victim
of
Night.
The
spot
removal
could
be
key,
and
sets
up
Morbid
at
the
cost
of
an
opponents
creature.
I
also
recommend
another
Altar’s
Reap.
The
sacrifice,
draw
two
cards
sets
up
Morbid,
and
allows
you
to
pull
something
useful.
I
also
think
that
the
Typhoid
Rat
is
overlooked
in
this
deck,
and
two
more
should
go
in.
The
reason
is
it
is a
set
up
card.
You
attack,
your
oppoent
will
have
a
choice,
block
and
lose
a
creature,
or
take
a
damage.
If
they
continue
taking
the
damage,
it
is
eventually
going
to
get
the
better
of
them.
And
if
they
block,
it
is
an
easy
set
up
for
Morbid.
Three
more
copies.
That
is
nine
cards
in
so
far.
I
think
that
in
keeping
with
how
the
deck
should
be
able
to
better
reuse
cards,
the
final
spots
should
go
to
two
more
Reassembling
Skeleton’s.
They
are
a
very
nice
card,
that
can
be
worked
over
regularly
from
the
graveyard.
They
are
certainly
key
in
the
red/black
deck
that
I
built.
But,
if
you
decide
to
go
red,
the
Reassembling
Skeleton’s
become
even
better.
For
three
mana,
you
could
be
sacrificing
it
to Skirsdag
Cultist,
and
then
dropping
it
back
onto
the
battlefield.
Which
would
set
up
using
your
Skirsdag
high
Priest,
while
flinging
damage.
And
then
in
those
cases,
should
you
have
out
even
one
Falkenrath
Noble,
you
are
gaining
life
while
making
your
opponent
lose
even
more
life.
And
what
is
better
is
if
you
go
red,
you
can
use
Jund
Battlemage
in
place
of
Jade
Mage,
which
can
produce
tokens,
or
even
cause
your
opponent
to
lose
life.
Plus,
using
red,
you
could
use
cards
such
as
Traitorous
Blood
to
gain
control
of
an
opponents
creature,
attack
with
it
if
able,
and
then
sacrifice
it
off
to
one
of
your
own
abilities.
Not
to
mention
red
also
has
the
Brimstone
Volley,
which
will
either
do 3
damage,
or 5
damage
if
something
has
died,
to
either
a
creature
or
player.
I
think
red
certainly
has
more
advantages
to
utilizing
Morbid
effectively.
However,
there
is
no
harm
in
combining
red
and
green
in
harmony
with
black.
And
there
you
have
it!
As I
said,
the
deck
works
quite
well
with
red,
but
can
still
function
well
with
green.
The
decision
is
ultimately
up
to
you,
the
builder.
I
would
like
to
extend
to
all
of
you
readers
from
all
of
us
here
at
Pojo.com
a
very
Happy
Thanksgiving!
We
hope
it
is
filled
with
fun,
family,
football,
and
of
course,
gaming!
]
So
until
next
time,
keep
safe,
and
keep
gaming!