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4c Angel Control



 
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Poofter



Joined: 28 May 2007
Posts: 27

PostPosted: Sun Sep 28, 2008 5:07 pm    Post subject: 4c Angel Control Reply with quote

LANDS 23

3x Vivid Creek
1x Vivid Meadow
1x Vivid Grove
1x Vivid Marsh
4x Reflecting Pool
6x Island
2x Swamp
2x Plains
1x Forest
2x Bant Panorama

CREATURES 6
4x Stoic Angel
1x Battlegrace Angel
1x Empyrial Archangel

SPELLS 31
4x Cryptic Command
3x Cancel
4x Punish Ignorance
3x Hindering Light
3x Wrath of God
3x Oblivion Ring
4x Esper Charm
4x Nameless Inversion
3x Bant Charm

SIDEBOARD (Still under constuction)
1x Wrath of God
1x Hindering Light
4x Flashfreeze
4x Kitchen Finks
1x Oblivion Ring
4x Sower of Temptation

Bascailly the idea here is to keep there creatures to a minimal then cast Stoic angel and just beat face with him with counters to keep him alive...I also like to go 4th turn eot Command tap down there army then play the stoic so they one untap one dude.
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b4il3y



Joined: 28 Jul 2008
Posts: 8

PostPosted: Sun Sep 28, 2008 5:58 pm    Post subject: Reply with quote

This deck is a great idea...one I've been throwing around for a while since I saw the Angels. The only thing I can say is that you'll want to run some mana accel in the deck and a few more lands. Since you're wanting to play 8 4cc counters (which you could cut 1-2 of the new undermine/absorb ones), you'll want mana. Also, I'm pretty sold on the capsule that draws you some cards (if only academy ruins didnt rotate...which is good because of all the artifact fun/brokeness that can be had..which could lead to a new ext. deck if someone wanted to expand on tron which abuses it already).

Looks like you have a nice shell, but it does need at least 24-25 lands to make sure you hit the magic 4 mana. One other thing.. think about running finks maindeck to make sure you can outlast aggro if nothing else.
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Drathi



Joined: 06 Jan 2007
Posts: 7

PostPosted: Sun Sep 28, 2008 6:46 pm    Post subject: Reply with quote

Punish Ignorance is not that great I would say turn two counter (Broken Ambitions) is much more important. I would also run Dream Fracture over Cancel. And Hindering light is not that great because you only have 6 permanents and yourself that will allow the counter to work (good in sb). I would say that you might also need some card draw (Oona's Grace).


$0.02
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Poofter



Joined: 28 May 2007
Posts: 27

PostPosted: Sun Sep 28, 2008 7:02 pm    Post subject: Reply with quote

1st of all Dream Fracture is terrible...I don't want my oppenent to draw cards. The reason Hindering light is in there is too keep my 6 creatures alive i can't afford to lose them a hindering light is a great counterspell and draw card to perform this task. Perform ignorance is pretty good...Countering a dude gaining 3 and dealing 3 to aggro or burn is clutch. I have tested Oona's Grace and am not that impressed with it i like the Esper Charm does 3 different things and is a draw spell.
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curly



Joined: 20 Nov 2007
Posts: 61

PostPosted: Sun Sep 28, 2008 7:03 pm    Post subject: Reply with quote

wowowwwowowoooo wait, you playing black but not maniqueen... stfu pelase?
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Poofter



Joined: 28 May 2007
Posts: 27

PostPosted: Sun Sep 28, 2008 7:07 pm    Post subject: Reply with quote

woowowowowow your an idiot....Why would i play a manequin in a deck with 6 creatures and not planning on having them in the graveyard.
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SniperMayer



Joined: 31 Jan 2008
Posts: 123

PostPosted: Sun Sep 28, 2008 9:12 pm    Post subject: Reply with quote

Great idea, I was thinking on the same controllish Angel deck. I would also try Rafiq. It was insane during the release. (OK, that incinerate and nameless inversion and... kills it, but very funny card Very Happy) Aren't the 1x Battlegrace Angel and the 1x Empyrial Archangel too random? I mean you only have these creatures and if they are the last 6 cards of your lib (saw not once Razz) then you'll definitely fail. I suppose the idea, inform us about any changes. Smile
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StarWizard



Joined: 01 May 2007
Posts: 8

PostPosted: Mon Sep 29, 2008 4:21 am    Post subject: Reply with quote

Poofter wrote:
1st of all Dream Fracture is terrible...


It's not terrible. It's not Cryptic Command, but it's not terrible. It's like Remand for U more, since they get a random card rather than their spell back, which is a comparable effect (that card could be better than the countered spell, but it also could be worse). The fact that you get to draw is more important, because A) you get to use the extra card first, if you play Dream Fracture right and B) If you're running Dream Fracture you probably have plenty of extra permission to support it, as well as other tools like the Charms to deal with your opponent's card.

To put it bluntly, Cryptic Command, Remove Soul and Broken Ambitions are the best we have right now, but if I'm going to play a 4th one, Dream Fracture over Cancel is most likely correct. Specially in the early game, a control deck will gladly draw an extra card so that it doesn't miss a land drop, finds the Wrath more quickly, etc. When your deck plays the best control cards of the format, your deck is the one that an extra card helps the most.
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