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Well, heres my 12 charm deck



 
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ajvanadri



Joined: 26 Apr 2006
Posts: 72

PostPosted: Tue Oct 07, 2008 1:34 am    Post subject: Well, heres my 12 charm deck Reply with quote

// Lands
1 [EVE] Cascade Bluffs
1 [SHM] Wooded Bastion
1 [SHM] Mystic Gate
1 [EVE] Flooded Grove
1 [EVE] Fetid Heath
1 [SHM] Sunken Ruins
1 [EVE] Rugged Prairie
3 [LRW] Vivid Meadow
4 [SHM] Reflecting Pool
1 [FUT] Graven Cairns
2 [LRW] Vivid Marsh
2 [LRW] Vivid Grove
3 [LRW] Vivid Creek
2 [LRW] Vivid Crag
1 [SHM] Fire-Lit Thicket
1 [EVE] Twilight Mire

// Creatures
3 [SHM] Kitchen Finks
3 [SHM] Murderous Redcap
4 [LRW] Mulldrifter
3 [MOR] Reveillark
2 [LRW] Cloudthresher

// Spells
4 [ALA] Grixis Charm
4 [ALA] Bant Charm
2 [LRW] Profane Command
4 [10E] Wrath of God
3 [ALA] Esper Charm
2 [10E] Mind Stone

Well the mana base is extreamly fragile, but it seams to do well agaist most decks out there.

I have no real game agaist anything that can kill me before the wrath, or is like merfolk where they can counter the wrath.... seams to be if I can get up to 4 mana though and still be above 10 life, I can drag out the game and win with my huge card advantage (almost every card can at least 2 for 1)

other then that, the charms are amazing, I dont have a SB put together for it yet though, so any help with that would be awsome
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Vedrfolner



Joined: 04 Apr 2006
Posts: 2147

PostPosted: Tue Oct 07, 2008 2:41 am    Post subject: Reply with quote

It wouldn't hurt you to do stuff on turn 1 and 2, you know...
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ajvanadri



Joined: 26 Apr 2006
Posts: 72

PostPosted: Tue Oct 07, 2008 2:57 am    Post subject: Reply with quote

Well I was thinking that too, but the mana base is such a mess I have almost no way of playing stuff turn 1/2
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Vedrfolner



Joined: 04 Apr 2006
Posts: 2147

PostPosted: Tue Oct 07, 2008 6:13 am    Post subject: Reply with quote

ajvanadri wrote:
Well I was thinking that too, but the mana base is such a mess I have almost no way of playing stuff turn 1/2


The manabase is fine. The problem is the card choices.

here are the double colour (or more) cards:

3 Kitchen Finks 1GG/1WW/1GW
3 Murderous Redcap 2RR/2BB/2RB
2 Cloudthresher 2GGGG
4 Grixis Charm UBR
4 Bant Charm GWU
3 Esper Charm WUB
2 Profane Command xBB
4 Wrath of God 2WW

and here are the cards that are easy to cast:

4 Mulldrifter 4U (2U)
3 Reveillark 4W (5W)
2 Mind Stone 2

While acheiving 3 different colours by turn 3 is reasonable, being able to produce two of the same colours with the same mana is highly unlikely.

Take out Profane Command and replace it with Makeshift Mannequin.

Take out Wrath of God and add Firespout.

Take out Bant Charm and add Agony Warp

Take out Murderous Redcap and add Shriekmaw

Take out Cloudthresher and add Sower of Temptation

Take out Mind Stone and add two more lands. Add one or two more Makeshift Mannequins if you can.


In other words, tweak the deck so that it needs a less incredible mana-base.
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Trotsky1



Joined: 12 Apr 2005
Posts: 1671

PostPosted: Tue Oct 07, 2008 12:42 pm    Post subject: Reply with quote

You only play 11 charms I was conned.
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Ggerg



Joined: 04 Sep 2005
Posts: 613

PostPosted: Tue Oct 07, 2008 12:58 pm    Post subject: Reply with quote

Vedrfolner wrote:
ajvanadri wrote:
Well I was thinking that too, but the mana base is such a mess I have almost no way of playing stuff turn 1/2


The manabase is fine. The problem is the card choices.

here are the double colour (or more) cards:

3 Kitchen Finks 1GG/1WW/1GW
3 Murderous Redcap 2RR/2BB/2RB
2 Cloudthresher 2GGGG
4 Grixis Charm UBR
4 Bant Charm GWU
3 Esper Charm WUB
2 Profane Command xBB
4 Wrath of God 2WW

and here are the cards that are easy to cast:

4 Mulldrifter 4U (2U)
3 Reveillark 4W (5W)
2 Mind Stone 2

While acheiving 3 different colours by turn 3 is reasonable, being able to produce two of the same colours with the same mana is highly unlikely.

Take out Profane Command and replace it with Makeshift Mannequin.

Take out Wrath of God and add Firespout.

Take out Bant Charm and add Agony Warp

Take out Murderous Redcap and add Shriekmaw

Take out Cloudthresher and add Sower of Temptation

Take out Mind Stone and add two more lands. Add one or two more Makeshift Mannequins if you can.


In other words, tweak the deck so that it needs a less incredible mana-base.


anyone who says "take out bant charm" immediately looses all of my respect. period. end of story.
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skilless



Joined: 10 Apr 2006
Posts: 59

PostPosted: Tue Oct 07, 2008 6:07 pm    Post subject: Reply with quote

LuckyCharms.dec?
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gypsy



Joined: 15 Jun 2007
Posts: 1270

PostPosted: Tue Oct 07, 2008 7:23 pm    Post subject: Reply with quote

the mana base needs to be fixed, you have a bunch of 1 of and 2 of lands because your not sure whic colours are the most important and just threw them together. its like qnt in block in the begining the mana base was kinda random them it got more focused on what it needed to do, mws has a tool you can use to help fix your mana
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