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A strange deck



 
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Insanity



Joined: 11 Apr 2006
Posts: 164

PostPosted: Sun May 14, 2006 3:30 pm    Post subject: A strange deck Reply with quote

Well, essentially, I built this deck because I've always liked underworld dreams. It works decently as well, which is always a plus. The deck obviously plays with similarities to owl, but the winning matchups are almost completely reversed.

MD:

4x Underworld Dreams
4x Cerebral Vortex
4x Sudden Impact

4x Electrolyze
4x Hit \\ Run
4x Rise \\ Fall
2x Hidetsugu's Second Rite

4x Vision Skeins
4x Howling Mine

2x Izzet Signet

6x Swamp
6x Island
6x Mountain
3x Watery Grave
3x Blood Crypt

SB:

3x Shadow of Doubt
4x Pyroclasm
4x Spell snare
4x Distress

I've played a few games with it, and it seems to completely annihilate any sort of aggro deck, simply because it will kill them faster than they kill me, and they don't really have a way to disrupt me.

Anything I played with a fair amount of counterspells was 50/50 at best (unless they were dumb enough to play tidings or something).

Also, for some very strange reason the deck always seems to kill on turn 7 (assuming no counterspells). No earlier, no later. Pretty much the only times I've killed earlier are with a hidetsugu's second rite.

The discard may seem counterproductive with sudden impact, but it messes up your opponent quite a bit in the early game, and generally they're going to have a full hand at EoT most of the time anyway.

Stuff I haven't played against yet:

Heartbeat. This one's a bit of a toss up. If they don't have a muddle the mixture when they drop heartbeat, you're basically guaranteed to kill right after since all of your kill cards are instant speed, and they just gave you a whole lot of mana to use them. On the other hand, if they managed to hold onto a muddle you probably won't be able to finish them (unless it's G2/3 and you've sided in spell snare). Additionally, rise/fall has the capacity to mess them up pretty badly, but the drawing certainly helps them out a lot. I'll need to play against it before I can definitely say how this goes though.

Magnivore/Wildfire. Probably a pretty easy matchup. Magnivore himself is shut down pretty hard by hit//run, since it's instant speed. Wildfire is pretty inconsequental, considering you aren't playing any creatures and will be drawing cards like crazy before it gets cast.

Owling Mine. A rather strange matchup, for obvious reasons. Hit//run can take out the owl, and rise//fall can mess them up pretty well. This game probably comes down to the better draw really.

I doubt I'd take this deck to a Pro Tour, but it's fairly fun nonetheless.
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kfcman1084



Joined: 14 Jan 2006
Posts: 434

PostPosted: Sun May 14, 2006 3:53 pm    Post subject: Reply with quote

triple black casting cards, duel mana costing cards, and 3 colors???

stretch ur mana base much????
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Insanity



Joined: 11 Apr 2006
Posts: 164

PostPosted: Sun May 14, 2006 4:31 pm    Post subject: Reply with quote

kfcman1084 wrote:
triple black casting cards, duel mana costing cards, and 3 colors???

stretch ur mana base much????


Nothing is double (or more) to cast except dreams, and it's not necessarily an integral card to play anyway. And considering all the card drawing that goes on, I've never really had a problem playing any of the multicolored cards.
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KriswithaK



Joined: 01 Oct 2005
Posts: 29

PostPosted: Sun May 14, 2006 5:16 pm    Post subject: Reply with quote

i like this deck concept alot im definatly going to try it out since i am such a rogue player good deck Razz
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