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URB WIZARD SHACKLES



 
Reply to topic    Magic-League.com Forum Index -> Extended (1.x) Decks
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Erebus-



Joined: 26 Nov 2006
Posts: 93

PostPosted: Sun Feb 04, 2007 12:20 am    Post subject: URB WIZARD SHACKLES Reply with quote

Hey, I was just at the PTQ in SoCal, and one of the decks that Top8ed was the following. What do you think of it.

4 Sage of Epityr
4 Dark Confidant
4 Shadow Guildmage
4 Voidmage Prodigy
3 Martyr of Frost
2 Patron Wizard
2 Meloku the Clouded Mirror

4 Vedalken Shackles
4 Fire//Ice
4 Counterspell
4 Memory Lapse

4 Polluted Delta
2 Bloodstained Mire
4 Flooded Strand
4 Steam Vents
4 Watery Grave
1 Blood Crypt
2 Island



4 Threads of Disloyalty
4 Stifle

Thats about all I can remember. I only watched one match. The brilliant thing obviously is that almost every land in the deck is an island, which works nicely with Vedalken Shackles.
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Russell_Nash



Joined: 05 Jan 2006
Posts: 645
Location: Burn Ward

PostPosted: Sun Feb 04, 2007 1:29 am    Post subject: Reply with quote

what was it a tribal tournie?

looks like a fun deck to play. I cant see it being competitive though, it seems like you would half way kill yourself every game with all those fetch/duals and bob.

also: Sage of Epityr is pretty freaking terrible, there has got to be a better wizard to play then this guy.

splashing red just for fire/ice and pinging with shadow guildmage seems like a not so good idea.
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MTGFAN911



Joined: 25 Jun 2006
Posts: 162

PostPosted: Sun Feb 04, 2007 3:08 am    Post subject: Reply with quote

Russell_Nash wrote:
what was it a tribal tournie?

looks like a fun deck to play. I cant see it being competitive though, it seems like you would half way kill yourself every game with all those fetch/duals and bob.

also: Sage of Epityr is pretty freaking terrible, there has got to be a better wizard to play then this guy.

splashing red just for fire/ice and pinging with shadow guildmage seems like a not so good idea.


yeah.. well the red splash was actually for Grim Lavamancer. The person who played the deck in the PTQ obviously forgot the important fact that Grim is a wizard, and played that sage dude instead.

I wouldnt be playing so many shock duals. You have 10!! fetches, cut 2 duals out and play some more basic islands cause they look sexy.
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Kev



Joined: 31 Aug 2004
Posts: 64

PostPosted: Sun Feb 04, 2007 4:06 am    Post subject: Reply with quote

Sage is actually pretty decent with all those fetches and Dark Confidant. You draw the good cards and shuffle away the crap. Bob is also happy with it as you get lands on the DC which means free cardadvantage. Id also play Finkel though.

Edit: I actaully think Guildmage might be better then Grim in the deck as it can destroy Pro Red guys, which are a bit too common in Ext.
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kevinconvery



Joined: 24 Jan 2006
Posts: 38

PostPosted: Sun Feb 04, 2007 2:06 pm    Post subject: Reply with quote

Russell_Nash wrote:
what was it a tribal tournie?
also: Sage of Epityr is pretty freaking terrible, there has got to be a better wizard to play then this guy.

splashing red just for fire/ice and pinging with shadow guildmage seems like a not so good idea.


I believe if you stack your draws properly, you're not taking damage from Dark Confidant for two turns, or the least amount of damage while netting yourself some deal of card advantage through:

1. knowing what you're getting
2. the creature if it dies has already provided you with some sort of advantage (peek at the same cost while providing you with a 1/1 body)
3. voidmage prodigy interaction

That's pretty good.

The mana base, I agree, is more critical to look at. Gemstone Mines might be the way to go with 1-2 bounce lands, or even a Grand Coliseum to offset some of the pain. Fetch lands aren't necessarily needed as much here as you've already got what looks to be something of a stable mana base overall. This also makes Shackles *somewhat* weaker. What about adding a Jitte or two in in place of Shackles?

Even Martyr of Frost bears considering. If there was a Wizard to cut, I think it'd be him, even in place of a Pit Keeper to generate more card advantage from the past expended Wizards.
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thedarkness



Joined: 13 Jul 2006
Posts: 457

PostPosted: Sun Feb 11, 2007 6:52 pm    Post subject: Reply with quote

Grim and Information Dealer.

Nuff said. x.x
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Engrishskill



Joined: 15 Jan 2007
Posts: 383

PostPosted: Sun Feb 11, 2007 8:05 pm    Post subject: Reply with quote

Uhm...more islands maybe but karoos have no place in extended. Seriously. Thing is with the deck too is that you should probably consider actually testing ti a bit before trying to deconstruct it and make improvements. As it stands; the deck NEVER gets colour screwed. Once you hit the three mana plateau, you do not need to take any further damage from the shocklands. As for the fetchland dmg, at a certain point, you don't really need to be using them much anymore.

In regards to the guy that said the deck's builder forgot to put in lavamancers: ROFLMAO! What is he going to feed it with? Fetchlands?
The odd counter? Fucking LOL. You would be lucky to get four activations out of the lavamancer. In all honesty, shadow guildmages work fine as one of the only red-users. aside from FIRE/ICE. Get it? The deck does the fish thing better by nullifying one toughness creatures...you don't need lavamancers in there...you form a softlock with creatures instead. The deck tries to win early midgame. Shackles are obviously a metagame call that worked for the guy, considering he placed eigth and as far as I know, events there consist of over seventy players. Most people at extended ptq's are slackers and just play boros or something that performed well the season before. Why on earth would you play a jitte and have a jitte war when you can just nullify your opponent's jitte by snagging creatures that he equips it to and continuing with the wizard soft lock?

Pit keeper is a terrible card in theory. Just keep the deck as it is and actually play it. Then change it. Speculative changes are mind-numbingly stupid. Martyr is essentially a hard counter on the second turn.
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Afroking_



Joined: 25 Jun 2005
Posts: 28

PostPosted: Thu Feb 22, 2007 7:35 pm    Post subject: UBW Wizard Chant Reply with quote

I originally built this deck IRL as a tribal deck that would kick butt. But I think that the deck has some potential now that someone thought of shackles. Anyway...

4 Patron Wizard
4 Voidmage Prodigy
4 Sage of Epityr
4 Dark Confidant
3 Shadowmage Infiltrator
2 Teferi,mage of Zhalfir

4 Chrome Mox
3 Umezawa's Jitte
3 Vedalken Shackles
2 Isochron Scepter

3 Orim's Chant
4 Counterspell
2 Memory Lapse

3 Flooded Strand
3 Polluted Delta
2 Watery Grave
2 Hallowed Fountain
8 Island

Sideboard

4 Meddling Mage
4 Stifle
3 Threads of Disloyalty
4 Leyline of the Void

That's the build. It can go into the hard lock with Teferi, and jitte and shackles are both game-swinging cards. I don't know if the white is better than the red, but I do like this build's ability to get around tron late game, through the chant lock, which is something Patron Wizard is not so good at.

Also, I know that the six imprint cards looks really rough, but it really doesn't happen too often.
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SpareSocks



Joined: 24 Dec 2005
Posts: 49

PostPosted: Sun Mar 11, 2007 6:56 pm    Post subject: Reply with quote

you're dumb i hate you.
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