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"You Have Islands!" Post-Zen U/B


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



Joined: 22 Dec 2007
Posts: 864

PostPosted: Tue Oct 06, 2009 8:27 am    Post subject: Reply with quote

Please cut those Sage Awfuls for 4 lands, specifically Gargoyle Castle; 20 is too few.
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SJM



Joined: 17 Apr 2009
Posts: 415

PostPosted: Tue Oct 06, 2009 8:53 am    Post subject: Reply with quote

If you ran 4 ponder I would support your 20 land decision.

But you don't.

Swap out the owls for 4 ponder or add more land.

Right now you're basically praying to draw at least 2 land every game to play spreading seas/sage owl and hope for more land but eventually your luck is gonna run out and you're gonna be mulling into 1 or 0 land hands.

4 Brainbite seems wrong.
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MetalDuck



Joined: 05 Jul 2009
Posts: 108

PostPosted: Tue Oct 06, 2009 10:18 am    Post subject: Reply with quote

He OBVIOUSLY creates a Scute Mob token and beats down with a 17.17 fucking Scute Mob. That is how Magic is won, my friend. That is how babies are made.
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blitzer2k7



Joined: 12 Jul 2007
Posts: 412

PostPosted: Tue Oct 06, 2009 10:54 am    Post subject: Reply with quote

My question for you is what do you do against decks that are primarily blue?
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Levariz



Joined: 15 Nov 2004
Posts: 1

PostPosted: Tue Oct 06, 2009 11:42 am    Post subject: Reply with quote

Akeldyma....that was the funniest stuff I've read on magic in a long time *really lmao*

But these guys are right, you need a finisher. Go with The Bloodwitch, even if they have a white open, they are still screwed.
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SJM



Joined: 17 Apr 2009
Posts: 415

PostPosted: Tue Oct 06, 2009 12:30 pm    Post subject: Reply with quote

blitzer2k7 wrote:
My question for you is what do you do against decks that are primarily blue?


Such as?

Big blue featuring fat motti? Oh wait.

Morphling? Oh wait.
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kaamos



Joined: 08 Nov 2006
Posts: 320

PostPosted: Tue Oct 06, 2009 12:43 pm    Post subject: Reply with quote

Agreed, I do need a finnisher.

Sage owl primarily helps cascade and usually helps me get that 3rd land in (if i need it)

20 lands I agree is weak for a deck with a high mana curve such as this, but I hadnt mulliganed most of my playtesting until the hairy and and then out of nowhere it got real bad.

Ponder aint a bad idea but it takes away from the (small) win condition.

Vs blue I expect to be siding out all of the anti land

Brainbite works well late game with the bounce, and great with deny reality even though you dont know which you would remove- if its something important its also then discarded.

This is a budget deck as well, but i would prefer knowing all suggestions to try and make it more sturdy
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kaamos



Joined: 08 Nov 2006
Posts: 320

PostPosted: Wed Oct 07, 2009 3:01 am    Post subject: Reply with quote

I just had an apiphany,

I can use convincing mirage- late game to acquire a tri color kill card

I was thinking nicole bolas?

by that* time we both have 8 lands and they have ALL islands (or close too it)
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SJM



Joined: 17 Apr 2009
Posts: 415

PostPosted: Wed Oct 07, 2009 3:39 pm    Post subject: Reply with quote

kaamos wrote:
I just had an apiphany,

I can use convincing mirage- late game to acquire a tri color kill card

I was thinking nicole bolas?

by that* time we both have 8 lands and they have ALL islands (or close too it)


You're assuming you can ensure they have 0-1 creatures on the board for as long as it takes you to draw 8 of your 20 land?

That's a pretty big assumption.
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kaamos



Joined: 08 Nov 2006
Posts: 320

PostPosted: Wed Oct 07, 2009 5:49 pm    Post subject: Reply with quote

I have played many games wherein ive prevented my opponent from keeping anything in play before most of HIS lands are islands.

Even a couple games vs mono red goblins ended with them having 10 lands in play before they killed me.

I dont need to assume this, playtesting it makes the assumptions for me.

You assume I havent playtested this deck, Ive playtested 2 decks for 20+ hours in the last few days on mws vs t2 zen decks.

This deck works, it just needs a win condition, and I dont mind using something costly if it works, I dont think 7-8 mana cast spells are a good choice however, i just like them.

If you have a better suggestion, please make one.

Ive been considering Right of Replication... but that might require them to play a good creature ;p
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kaamos



Joined: 08 Nov 2006
Posts: 320

PostPosted: Wed Oct 07, 2009 5:50 pm    Post subject: Reply with quote

Harrow/cobra decks are the only ones I cant completely control the land btw, even mono color, even goblins and vampires.
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SJM



Joined: 17 Apr 2009
Posts: 415

PostPosted: Wed Oct 07, 2009 9:22 pm    Post subject: Reply with quote

A deck like that can win by basically whatever it wants assuming it plays out as intended.

My best suggestion is throw 2 Quietous Spikes into the deck. Slap it on one of your crappy little dudes and they end the game in 4 swings.

Anything else works just as well. I'm kinda partial to the spike since you already have creatures and most of the other win conditions are more fragile than equipment.

Other possibilities.

1 inkwell leviathan

Jace.

Liliana.

Lorthos Tidemaker (make anything you don't have locked down not untap, 3 swings gg).

Ob Nixilis

Quietous Spike (my favorite)
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kaamos



Joined: 08 Nov 2006
Posts: 320

PostPosted: Wed Oct 07, 2009 11:13 pm    Post subject: Reply with quote

i'll playtest quietous spike tonite, thank you for your support Smile
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kaamos



Joined: 08 Nov 2006
Posts: 320

PostPosted: Thu Oct 08, 2009 12:53 am    Post subject: Reply with quote

Playtested this for a few hours


// Deck file for Magic Workstation (http://www.magicworkstation.com)

// Lands
4 [M10] Drowned Catacomb
8 [10E] Swamp (3)
11 [BD] Island (3)

// Creatures
4 [ALA] Fleshbag Marauder
4 [CFX] Sedraxis Alchemist
4 [6E] Sage Owl
3 [ARB] Kathari Remnant

// Spells
4 [ALA] Call to Heel
4 [M10] Convincing Mirage
3 [ARB] Deny Reality
4 [ALA] Resounding Wave
4 [ZEN] Spreading Seas
3 [ALA] Quietus Spike


it sucked severely SEVERELY, too many lands
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