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Alternative U/W



 
Reply to topic    Magic-League.com Forum Index -> Standard (T2) Decks
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skilla420



Joined: 29 Apr 2008
Posts: 258

PostPosted: Mon Jun 02, 2008 3:16 pm    Post subject: Alternative U/W Reply with quote

I realized that the only green card in most turbo fog decks is rites of flourishing. The other thing I realized was that adding some blue control in the form of counter spells would greatly improve the deck. With G/W turbo fog, you just kinda lay there while they kick at your limp body. If I took out rites of flourishing, and added Jace or forced fruition and cryptic command and some other counter/bounce, it may help me to limit the number of threats my opponent has as well as not have to worry about his big baddies. I could also chuck in maybe Venser, Akroma, or a deep sea kraken for finishers. Thoughts?
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gypsy



Joined: 15 Jun 2007
Posts: 811

PostPosted: Mon Jun 02, 2008 3:19 pm    Post subject: Reply with quote

dont play turbo fog
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TekNique



Joined: 19 Mar 2008
Posts: 157

PostPosted: Mon Jun 02, 2008 3:22 pm    Post subject: Reply with quote

Well it seems that Turbo-fog has gotten a bad name for itself being a poor deck. Lets call U/W Turbo-mist, now lets rethink it?
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SaTiVa



Joined: 09 Jun 2005
Posts: 194

PostPosted: Mon Jun 02, 2008 3:51 pm    Post subject: Reply with quote

the reason turbo fog is not so good in this meta is that it rolls over to faeries

o and to think of it merfolk would probably be an auto loss as well
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skilla420



Joined: 29 Apr 2008
Posts: 258

PostPosted: Mon Jun 02, 2008 6:39 pm    Post subject: Reply with quote

I can see your point, but if you think about it, turbo mist can be just what the doctor ordered. Faeries are all about speed, dealing damage, creature advantage, and control. Turbo mist prevents damage, also has control in counters (potentially bounce), and can rid the board of creatures with things like condemn, crib swap or o-ring.
Plus, faerie decks generally always run ancestral visions which can help the mill in my favor, and card advantage doesn't matter when everybody is drawing many cards per turn.

here's a rough draft:

2 mouth of ronom
2 desert
4 adarkar wastes
10 plains
6 island

4 dawn charm
4 pollen lullaby
2 feldon's cane
2 jester's scepter
4 howling mines
4 jace
2 cryptic command
3 rune snag
2 broken ambitions
1 cancel

4 martyr of the sands
1 Akroma
2 Venser
and either 1 deep sea kraken or another Akroma

I wasn't sure about what to include in terms of fancy advantageous lands, so I need some help with that. As always suggestions welcome.
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skilla420



Joined: 29 Apr 2008
Posts: 258

PostPosted: Mon Jun 02, 2008 6:51 pm    Post subject: Reply with quote

oh i forgot to add hoofprints of the stag. maybe like 2 or 3 of those
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skilla420



Joined: 29 Apr 2008
Posts: 258

PostPosted: Tue Jun 03, 2008 4:34 am    Post subject: Reply with quote

Some other good cards I had in my original decklist, or that I think I should add are crib swap for pesky creatures, wrath obviously, o-rings, condemns, and an imperial mask or two in sb. stuff like that. Now its just putting it together in the right way.
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dinglesberry



Joined: 11 May 2008
Posts: 3

PostPosted: Tue Jun 03, 2008 6:44 am    Post subject: Reply with quote

So giving control players cards is never a good thing, they are going to run more counters than you and when you tap on Your turn its just asking "please rape my face".
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skilla420



Joined: 29 Apr 2008
Posts: 258

PostPosted: Tue Jun 03, 2008 2:24 pm    Post subject: Reply with quote

here's another possible decklist- a little more control, but some tweeking too.

3 Mouth of Ronom
4 Adarkar Wastes
10 Plains
7 Islands

4 Jace
4 Howling Mine
2 Cryptic Command
4 Rune Snag
1 Pact of Negation
2 Teferi's Moat
3 Hoofprints of the Stag
2 Wrath of God
2 Feldon's Cane
2 Coldsteel Heart
4 Pollen Lullaby
4 Dawn Charm
2 Temporal Isolation
1 Akroma
2 Venser

sb:
1 Teferi
3 Crib Swap
3 Condemn
3 O-Rings
2 Wrath
3 Desert
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