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Firemane (tempo) control. (American Man tool)



 
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terrific



Joined: 07 Aug 2006
Posts: 1

PostPosted: Sun Sep 03, 2006 4:39 pm    Post subject: Firemane (tempo) control. (American Man tool) Reply with quote

First of all, this is the internet. Flame me, Call this deck Crap, or by some stroke of luck I might get some complements.
Either way, I just looking for some help a bit maybe.

Lands: 23 might be the biggest problem

2 Boros garrison
2 Izzet Boilerworks
1 Ghost Quarter
1 Prahv, spires of order
1 Mountain
2 Island
2 Plains
4 Sacred Foundry
4 Steam Vents
4 Hallowed Fountain

Spells: 28

3 Spell Snare - I think that it is ok against other control and aggro to stop the pesky 2 drop critters
3 Wrath Of God - yes i know its 4 or none i find i like 3
2 Rewind
3 Compulsive Research
4 Lightning Helix
3 Remand
3 Mana Leak
4 Rune Snag
3 Cryoclasm

Creatures: 9

3 Firemane Angel
2 Shard Pheonix
2 Ronom Unicorn
2 Azorius Guildmage

SideBoard:

1 Azorius Guildmage
2 Ronom Unicorn
3 Paladin En-Vec
4 Flashfreeze
3 Defense Grid
2 Disrupting Scepter - toss up 2 slot I couldn't think of anything


So its basically firemane control. I like to control tempo alot. Spell snare signets, cryoclasm a land. i find that spell snares are usually dead late game but they make the difference in so many match ups. there is only 1 competitive deck that doesn't run Islands or plains so i love cryoclasm
I find that it lacks draw but i hate the draw spells in the current format, Praying for some Deep Analysis reprint from Time spiral.

This deck is completely comprised for rotation, after Kamigawa leaves play. which is kind of dumb because it is geared to beat the current tier 1 decks.

let me know what you think.
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Void06



Joined: 31 Dec 2004
Posts: 179

PostPosted: Sun Sep 03, 2006 4:43 pm    Post subject: Reply with quote

hinder in the board

pravh sucks ass
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Paellin



Joined: 11 Jun 2006
Posts: 158

PostPosted: Sun Sep 03, 2006 4:48 pm    Post subject: Reply with quote

umm, you know that angel control runs weirdings right?
Oh, and your running quite a few mainboard counters... and you have defense grid in board...wtf?
and last, angel is 2 slow with out sigs.
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raging_hobo



Joined: 11 Dec 2004
Posts: 80

PostPosted: Sun Sep 03, 2006 6:46 pm    Post subject: Reply with quote

The 3 cryoclasm are completely random. I'll readily admit that it usually won't be a completely dead card but it does so little to affect the game that it's not worth it. LD works in magnivore because they play a lot of it. With just 3 of them you are pretty much playing 2R deal 3 damage to target player with a plains or island. Would you actually play that card? I wouldn't.
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DRINKALCOHOL



Joined: 28 Mar 2006
Posts: 265
Location: New Gunsqu

PostPosted: Sun Sep 03, 2006 8:37 pm    Post subject: Reply with quote

Yeah this is not a good firemane control. I have hondens in mine and it's still better.
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Poison_Ninja



Joined: 29 Aug 2005
Posts: 2

PostPosted: Mon Sep 04, 2006 1:59 am    Post subject: Reply with quote

Void06 have you used prahv before? its actually really good in the late game where most control decks get to, its stops jitte counters, it stops SSS, it can stop any damage even demonfire.

good on ya for using prahv Smile
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Horrendous



Joined: 16 May 2006
Posts: 14

PostPosted: Mon Sep 04, 2006 4:05 am    Post subject: Reply with quote

Firemane deck seems to me overrated... I think it should be more like the old Finkel's RWU to reach tier1... zur's weirding + firemane is nice combo, but little slow... :-/
I play zoo/boros aggro almost all time time and i had not any problems against this deck...
Maybe it will shine up when kamigawa block rotated out... flames and isamaru are big guns now...
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Skellum



Joined: 11 Nov 2004
Posts: 48

PostPosted: Mon Sep 04, 2006 4:29 am    Post subject: Reply with quote

a good angel deck should be able to handle zoo and gruul and other aggro decks heck mine sure did. still they get draws where they just jump all over you. now on to the deck

I don't really like your creatures you've got there... the angels are good but i don't really like the pheonix as id doesn't do much i don't think it only really shines aganinst the BW agrro match up.

the unicorn seems redundant as enchantments should get counterd as you kill the creatures with your creature control cards

the guildmage seems a bit outta place when you've got wraths and the pheonix going seems like it'll die alot.

the cyroclasms hmm i'm not sure on seems like your paying 3 mana in the early game for some thing as little as that when you want to either reasearch or counter and i think rewind is to much mana

now since this is geared for after kamigawa rotates i'll try to keep my suggestions for that

- 2 shard pheonix
-2 unicorns
-2 guildmage
-3 cyroclasm
-1 ghost quarter (one seems kinda random and crappy)

for
+1 land that produces couloured mana
+1 angel
+2 windreaver/niv-mizzet/big finisher from time spiral
+3 condems
+3 electrolyze
maybe cut either the condems or electrolyze for weirding as it really does help alot against control
thats my 2 cents
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