G
Gizmo
Guest
Counter Rebels is pretty much a dead deck now, it beats almost nothing in it`s current form. This below is my last gasp attempt to make it workable.
The basis for this version was a discussion I had with edt about Crebels, us both agreeing that the deck needed more countermagic. Unfortunatrely that created the self fulfilling prophecy of you being so dependent on your chain for advantage that you only ever counter anything that targets the chain, and so the counters are no longer doing the job they went in to do in the first place.
Basically I took out all the Falcons and Sergeants to play classic CounterWrath card drawing effects, thus making you less dependent on the chain for advantage. The deck is now pretty much a classic counterWrath deck with the very strong Vanguard/Lightbringer recursion engine, and cheaper threats (Sivvi at WW1, not Angel at WW3) which makes it good in blue-blue matches.
CounterRebels: The Last Stand
3 Lin Sivvi
2 Defiant Vanguard
1 Lightbringer
1 Rebel Informer (possibly not necessary and should be another Vanguard)
2 Ramosian Skymarshall
3 Force Spike
4 Counterspell
4 Absorb
2 Foil
4 Accumulated Knowledge
3 Fact Or Fiction
2 Dismantling Blow
3 Wrath Of God
1 Dominate or Spite/Malice or Misdirection
2 Underground River
4 Adarkar Wastes
4 Coastal Tower
7 Plains
8 Island
SB
3 Exclude
1 Rout
2 Story Circle
2 Dismantling Blow
3 Ramosian Lieutenant
3 Gainsay
1 Misdirection
Currently no Sacred Grounds in the SB, but they will prolly end up going in (2 or 3). Also need Informer in SB if not in maindeck. Ivory Mask tempting.
The basis for this version was a discussion I had with edt about Crebels, us both agreeing that the deck needed more countermagic. Unfortunatrely that created the self fulfilling prophecy of you being so dependent on your chain for advantage that you only ever counter anything that targets the chain, and so the counters are no longer doing the job they went in to do in the first place.
Basically I took out all the Falcons and Sergeants to play classic CounterWrath card drawing effects, thus making you less dependent on the chain for advantage. The deck is now pretty much a classic counterWrath deck with the very strong Vanguard/Lightbringer recursion engine, and cheaper threats (Sivvi at WW1, not Angel at WW3) which makes it good in blue-blue matches.
CounterRebels: The Last Stand
3 Lin Sivvi
2 Defiant Vanguard
1 Lightbringer
1 Rebel Informer (possibly not necessary and should be another Vanguard)
2 Ramosian Skymarshall
3 Force Spike
4 Counterspell
4 Absorb
2 Foil
4 Accumulated Knowledge
3 Fact Or Fiction
2 Dismantling Blow
3 Wrath Of God
1 Dominate or Spite/Malice or Misdirection
2 Underground River
4 Adarkar Wastes
4 Coastal Tower
7 Plains
8 Island
SB
3 Exclude
1 Rout
2 Story Circle
2 Dismantling Blow
3 Ramosian Lieutenant
3 Gainsay
1 Misdirection
Currently no Sacred Grounds in the SB, but they will prolly end up going in (2 or 3). Also need Informer in SB if not in maindeck. Ivory Mask tempting.