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| Do you think is playable deck? |
| Yes |
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7% |
[ 2 ] |
| Probably, but needs working |
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39% |
[ 11 ] |
| Not too much |
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17% |
[ 5 ] |
| No |
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35% |
[ 10 ] |
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| Total Votes : 28 |
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AKF
Joined: 17 Jan 2006 Posts: 65
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Posted: Mon Feb 06, 2006 5:50 pm Post subject: |
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| consider adding way more counters, i've seen a lot of hatred towards this deck. Absorb is a good idea. |
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gd1
Joined: 14 Feb 2006 Posts: 9
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Posted: Fri Feb 17, 2006 11:59 pm Post subject: Re: Scepter/Chant |
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| Visara wrote: | Dude, please...a 9 year-old kid who's been playing Magic for 3 days could beat Kai Budde with first or second turn Scepter/Boomerang or Scepter/Chant. What does that tell you?
You don't know? Allow me to explain: It means that the person playing Scepter/Chant is so bad at Magic that he can't get a win by playing using strategy and skill, so he needs to resort to playing Scepter/Chant to rack up some 'wins' to make himself feel good.
Seriously, Scepter/Chant or Scepter/Boomerang on turn one or two is pretty much a guaranteed 'win' and takes absolutely no skill whatsoever to pull off. It's lame and boring and is played by bad players who can't get wins by playing decks that actually take talent to play. |
Yah, I'm inclined to agree and now I have a disinclination towards my previous support of the combo, but couldn't som1 just counter it with a disrupting shoal or force of will? |
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Okmar
Joined: 26 Feb 2005 Posts: 383
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Posted: Sat Feb 18, 2006 12:36 am Post subject: |
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| the list provided is horrible...why the stickey? |
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ishocrone
Joined: 16 Mar 2006 Posts: 34
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Posted: Fri Mar 24, 2006 10:53 am Post subject: |
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| swords to plow shares in there a balance and raise the alarm with lets say add proteus staff those are fun but good if u build it right i will look for my protues scepter deck i have one many games with it should be fun |
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jarrod
Joined: 27 Apr 2005 Posts: 51
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Posted: Fri Mar 24, 2006 1:07 pm Post subject: |
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Here is my build it has some legacy cards in it cos at my legacy most people play ext.
4 Coastal Tower
4 Adarkar Wastes
6 Island
6 Plains
4 Telling Time
3 Counterspell
3 Boomerang
2 Fire // Ice
4 Muddle the Mixture
3 Wrath of God
3 Orim's Chant
4 Isochron Scepter
3 Exalted Angel
3 Enlightened Tutor
4 Cunning Wish
4 Chrome Mox
SB: 1 Counterspell
SB: 1 Boomerang
SB: 1 Orim's Chant
SB: 1 Fire // Ice
SB: 3 Disenchant
SB: 1 Nourish
SB: 1 Humble
SB: 1 Swords to Plowshares
SB: 3 Quash
SB: 1 Lightning Bolt
SB: 1 Lightning Helix
feel free to give advice. |
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Unavailable
Joined: 18 Mar 2006 Posts: 7
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Posted: Thu Mar 30, 2006 9:06 pm Post subject: |
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| I hope you're well aware that copy cards only copy the printed values of what they're copying. This way, your copied Scepter's ability (imprint) will trigger when Sculpting Steel's ability (copy) resolves, and you'll have to remove another instant card in your hand from the game to feed your new pet if you want it to be of any use. |
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Russell_Nash
Joined: 05 Jan 2006 Posts: 694 Location: Burn Ward
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Posted: Fri Mar 31, 2006 1:08 am Post subject: |
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ill agree specter chant is kinda lame, its not my style at all. As to "any one can beat kia budde with this deck" a smart player would be playing with a 1 mana artifact kill card, shattering spree, oxidize, Overload(still legal? not sure) when ever they could. And i think we also need to put this into perspective, to get a 1 turn lock is not that easy u need in OPENING HAND: the stick, a mox, a boomerang, and another colored spell AND AND AND first play. anyone who would cinsider this a reliable wincondition hasnt taken a highschool level statistics class yet to know the math doesn’t add up in your favor.
BUT enough flaming thats just my opinion, here are some ideas :
cut last gasp, helix and termiate are nearly strictly better. If u wana kill more creatures pack more helixs and terminates less gasps
Win conditions? what is tehre aside form the 3 angels? dont u need more to finish them off? |
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Merc
Joined: 20 Feb 2005 Posts: 83
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Posted: Fri Mar 31, 2006 2:35 am Post subject: |
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On topic: The decklist first posted is really lacking. It relies heavily on scepter and will get 2 for 1ed so often if it actaully draws the scepter, making what would seem like a god hand (mox, colored, scepter, imprint, land, x, x) hand bad.
Slighty Off topic: People who believe No stick relies on luck sacking the turn 1 lock are ridculous. The deck is first and foremost a solid control deck. In fact most of the newer lists (aka japaneese lists) that did well in their respective gps (aka japaneese gps) ran 1-2 mox showing they don't even care for the inconsistancy they get by having a card that allows them to turn 1 lock when they draw it too late in the game.
I play scepter, and I would like to believe I've played it longer then anyone who would like to argue with me (right after gp anaheim I built it) and even though the turn 1 lock is stupidly unfair if you get it, the deck is not based off it at all. To address the combo, the absolute best turn you can NORMALLY drop a scepter/chant is on turn 4, and its not because you can chant them, its because you leave counter mana open for their so called dominating cards (artifact removal) and are able to chant them with counter mana after on turn 5. This is subject to change againest counter decks, but thats a totally different story where you can end up dropping it turn 10. |
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Kaesh
Joined: 10 Nov 2004 Posts: 222
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Posted: Fri Mar 31, 2006 5:52 am Post subject: |
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Off topic, but pretty important:
Aggro decks are much more difficult to play well than control decks. A control deck's working may be more complicated as such, but in a game situation, the control player has an extremely important strategical superiority of, well, not having to do a damn thing. Time works for him. The aggro player has to reveal himself and win as fast as possible, because else he's toast. The control player plays his answers after the aggro player plays his threats, so he has the edge in information too. |
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Shagrath
Joined: 24 Feb 2005 Posts: 202
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Posted: Fri Mar 31, 2006 6:13 am Post subject: Scrubs |
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Who says that players don´t need to have skill to play with scepter/chant don't understand anything about magic, it is very hard to play with scepter chant.
What's the big deal of playing with agro decks?
Drop bug, attack, pass........Drop bug, attack, pass......wow
omg agro decks require so much skill to play with them...just wake up for the real life and stop saying crap. |
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leetmagicman
Joined: 14 Mar 2006 Posts: 12
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Posted: Fri Mar 31, 2006 6:29 am Post subject: |
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Although i am not a huge fan of the isochronchant deck, i think it could be good. like Herik said, u definitely need some basic lands in there. Painlands are good if ur mana screwed but if u get nothing but painlands u will eventually kill yourself. Definitely put fire/ice in there because it gives u the option to tap permanents if u need to. Or burn them if u need to. You might want to find another win condition just in case ur scepters get destroyed by some act of god. But other than that i think ur deck actually has a chance. And as for visara, dont listen to him. Hes just mad because this deck has probably kicked his ass a million times and hasnt figured out a way to beat it.
leetmagicman |
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Superdood
Joined: 16 Jan 2006 Posts: 310
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Posted: Fri Mar 31, 2006 10:28 am Post subject: |
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| That orims chant deck is cute and all, but a naturalize should finish it off, remember it says you can't PLAY spells, not that it counters them, so on your upkeep play a naturalize or something, then watch them cry or something similar. |
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ayame-chan
Joined: 01 Jan 2005 Posts: 64
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Posted: Fri Mar 31, 2006 11:37 am Post subject: |
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| i play an isochronchant, I've been able to get chant out ONCE on second turn. i like it but then EVERY deck i play is control based. I forget to attack so my games go longer than need be. I like nice people who remind me. just watch out for people (wildcard) who play boils. sigh leaves me with just 4 plains and 4 factories. |
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Shagrath
Joined: 24 Feb 2005 Posts: 202
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Posted: Sat Apr 01, 2006 1:58 am Post subject: ...... |
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| Superdood wrote: | | That orims chant deck is cute and all, but a naturalize should finish it off, remember it says you can't PLAY spells, not that it counters them, so on your upkeep play a naturalize or something, then watch them cry or something similar. |
And what about counters, jerk?
It's obvious if i presume that my opponent has naturalize, i will never put scepter/chant in play on 2nd turn without the support of a counter ......Man, u should talk/write less and play more, because u simply don´t know what u are saying |
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Alandariel
Joined: 17 Jan 2006 Posts: 136
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Posted: Sat Apr 01, 2006 2:05 am Post subject: |
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I play Scepter Chant in 1.x. I guess I'm a bad player, eh Visara? My rating definately shows it, eh? =|
Scepter Chant is a good deck, but it's by no means a broken deck. There are many ways to get around it.
And to whoever made this topic... I hate to say it but play Scepter Chant. There are like four cards worth putting on a stick. Chant, Boomerang, Counterspell, and Shrapnel Blast.
Well I was going somewhere with this but in the middle of writing it I played a game and forgot I was writing it so I started drinking JD and now I'm just gonna stop because it'll probably be dumb and I'll probably be rambling like I probably am right now.
At any rate, Visara... you really got gg'd there. |
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