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my u/g tempo deck for ptq season



 
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dg01



Joined: 22 Jun 2006
Posts: 74

PostPosted: Wed Dec 26, 2007 2:26 am    Post subject: my u/g tempo deck for ptq season Reply with quote

Hi,i'm not a fan of extended(will probably be after rotation),but i feel that this forming meta may just be what a counter/creature deck(like TSP block ug)needs to work.


The basis of the deck is efficient creatures with equipment to win on board fights,and counters to backup the spell war.Almost all creatures have the possibility of giving card advantage.




// Lands
4 [DIS] Breeding Pool
4 [ON] Windswept Heath
4 [ON] Wooded Foothills
5 [TSP] Forest (2)
3 [TSP] Island (1)

// Creatures
4 [BOK] Ninja of the Deep Hours
4 [FUT] Tarmogoyf
4 [RAV] Birds of Paradise
4 [10E] Troll Ascetic
4 [ON] Ravenous Baloth
4 [FD] Eternal Witness

// Spells
4 [RAV] Remand
4 [FD] Condescend
4 [7E] Counterspell
4 [DS] Sword of Fire and Ice

// Sideboard
SB: 4 [10E] Pithing Needle
SB: 4 [GP] Repeal
SB: 3 [FUT] Venser, Shaper Savant
SB: 4 [TSP] Krosan Grip



Ninja goes well with turn 1 bird,witness,and unblocked critters in general,bird allows to drop turn 2 creature and keep a counter in hand,baloth comes in to stop the early aggros,and be a decent fat.Resolved swords usually seal the game(imo more than jitte),and turn 1 bird,turn 2 sword is actually a good play.


The needles and grip is sb are fairly obvious,and the repeal/venser come in against those early drops that need to be removed to give you breathing space.

At i'm finding those 12 counters really comfortable,condescend is often an hard counter and very nice card selection in an aggro,counterspell is just as good as it is.

What i would like to fit in,would be:


Phantom centaurs(very strong vs both aggro and blackish controls relying on putrefy/mortify/smother),also prevent opponent's jitte counters if blocking,and near immortal with a sword on.[note,probably post MT it would become Chamaleon Colossus]

Stifle

Spell snare


Finally,would witness better be replaced by the trinket mage engine in your opinion?
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Blah234



Joined: 19 Nov 2005
Posts: 125

PostPosted: Wed Dec 26, 2007 3:33 am    Post subject: Reply with quote

Seeing as you only run 20 land, I doubt there will be a lot of times early game where you will be able to play a creature and still have mana for a counter. Only having 4 Birds won't make much of a difference.
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Ggerg



Joined: 04 Sep 2005
Posts: 389

PostPosted: Wed Dec 26, 2007 4:30 am    Post subject: Reply with quote

i definitely vote for Trinket Mage in place of witness, and Phantom Centuar in place of Baloth...maybe find room for one or two balloths, but centaur is better vs aggro...and they're both about the same vs control.
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diablo2666



Joined: 18 Aug 2007
Posts: 8

PostPosted: Wed Dec 26, 2007 5:43 am    Post subject: Reply with quote

Maybe u play Higure 2 times or the blue shoal. the blue shoal allows u to tap out for baloth for exmpale. The opponent hen think : ha wrath and i win! no u have ninja + shoal =) and when its not very effecitve, it is at least very funny^^
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Spyx



Joined: 31 Oct 2004
Posts: 831

PostPosted: Wed Dec 26, 2007 8:47 am    Post subject: Reply with quote

ninja is terrible in your current build. ohran viper would be much better. if you want to play with ninja then I would suggest adding red.
something like this would come to mind (rough build, untested)

// Lands
4 [DIS] Breeding Pool
4 [GP] Stomping Ground
4 [GP] Steam Vents
4 [ON] Wooded Foothills
2 [ON] Windswept Heath
1 [TSB] Pendelhaven
1 [UNH] Mountain
3 [UNH] Forest

// Creatures
4 [R] Kird Ape
4 [RAV] Birds of Paradise
4 [BOK] Ninja of the Deep Hours
4 [10E] Llanowar Elves
4 [FUT] Tarmogoyf
3 [GP] Rumbling Slum (can be phantom centaur)

// Spells
3 [SOK] Thoughts of Ruin
4 [RAV] Remand
4 [9E] Mana Leak
3 [BOK] Umezawa's Jitte
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