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WAKE 1.5



 
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Magnvs



Joined: 08 Apr 2006
Posts: 11

PostPosted: Mon Apr 10, 2006 3:37 pm    Post subject: WAKE 1.5 Reply with quote

These are my ideas for mirari's wake:

CUNNING
Spells:
4 counterspell
2 mana leak
2 force spike
4 force of will
4 brainstorm
4 wrath of god
4 exploration
4 swords to plowshares
2 intuition
3 mirari's wake
3 enlightened tutor
1 mirari
1 crucible of worlds
3 cunning wish

Lands:
4 tundra
4 tropical island
4 savannah
1 island
4 flooded strand
4 windswept heath

Sideboard:
2 chill
2 disenchant
2 hurkyll's recall
1 naturalize
2 hunting pack
2 brain freeze
1 cunning wish
1 beast attack
1 force spike
1 mana leak

BURNING
Spells:
4 counterspell
2 mana leak
2 force spike
4 force of will
4 brainstorm
4 wrath of god
4 exploration
4 swords to plowshares
2 intuition
3 mirari's wake
3 enlightened tutor
1 mirari
1 crucible of worlds
3 burning wish

Lands:
4 tundra
4 tropical island
3 savannah
2 plateau
4 flooded strand
4 windswept heath

Sideboard:
2 chill
2 disenchant
2 hurkyll's recall
1 naturalize
1 burning wish
1 force spike
1 mana leak
1 decree of justice
1 nostalgic dreams
1 crush of wurms
1 time strecht

My wake works as a u/w control with wake for combos.
My land acceleration combos are:
Intuition + crucible of worlds + exploration
fetch lands +crucible of worlds + exploration.

What should i modify and why?
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eaglewolf



Joined: 08 Sep 2004
Posts: 55

PostPosted: Mon Apr 10, 2006 4:02 pm    Post subject: Reply with quote

personally i think if youre going for an early harvest style deck, heartbeat is better because its 3 mana. thats not the problem however. sticking with wake is sub-par because an agro deck just goldfishes vs that and wins before you combo out. if you use heartbeat, solidarity will murder you, because they use high tide to combo at instant speed
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Magnvs



Joined: 08 Apr 2006
Posts: 11

PostPosted: Tue Apr 11, 2006 10:56 am    Post subject: Reply with quote

Hartbeat gives mana to my opponent, that's bad in a control deck.
The strategy of wake is remove creatures (with StP or WoG) and counter spells. Then i can kill many creatures before play wake, and just put many tokens.
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niknight



Joined: 14 Oct 2004
Posts: 148

PostPosted: Tue Apr 11, 2006 1:32 pm    Post subject: Reply with quote

Ok, here are some suggestions:

1. The deck needs more land. 20 land is not enough to guarantee turn 5 Wake, especially if you are fetching... even if you are running Crucible.

2. Where are the maindeck Decrees?? Even in Cunning Wake, this should be the decks primary win condition.

3. Eternal Dragon - run it!

4. You are playing green, so Life from the Loam becomes a possibility. The draw engine that gives is 10x better than what T2 Wake was using during it's heyday.

5. All of the nonbasic lands - You will get crushed by Goblins, B/W Pikula, RDW etc. because all of your lands are nonbasic. You should be using only as many duals as necessary.
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Magnvs



Joined: 08 Apr 2006
Posts: 11

PostPosted: Wed Apr 12, 2006 10:07 am    Post subject: Reply with quote

Quote:
Where are the maindeck Decrees?? Even in Cunning Wake, this should be the decks primary win condition.

My burning wake runs it, Because i run burning wish.
The exploration helps a bit to put lands into play. I like more burning wake because i can run decree and crush of wurms (cunning wake uses hunting pack and brain freeze)
The deck needs many blue cards to play force of will.
Duals solve all color problems.
To run other cards i should cut some cards, then what cards should i cut?
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Magnvs



Joined: 08 Apr 2006
Posts: 11

PostPosted: Sun Apr 23, 2006 1:22 pm    Post subject: Reply with quote

Any idea?
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