T
TheGuyFromTheOtherPost
Guest
I have been playing Magic for about 2 years now, and I have advanced in the game. I have a deck that I would like to transform into a better, possibly a tourney quality deck.
I have played this deck in casual games between now and then, but now, since I love the idea of the deck, I would like to transform it and/or atleast develope it into a further level.
Here's the deck (I'll explain it's tech after the list):
Blue Creatures (18):
4 - Darting Merfolk
4 - Drake Hatchling
3 - Pendrell Drake
3 - Sandbar Serpent
2 - Drifting Djinn
2 - Aerial Caravan
Blue Spells (18):
4 - Accumelated Knowledge
4 - Miscalculation
4 - Counterspell
4 - Seal of Removal
2 - Rescind
Lands (24):
2 - Rath's Edge
2 - Blasted Landscape
20- Island
The deck is really fun and sometimes challenging to play. You have small defenders, and large attackers. The point of the deck is to cycle every card that doesn't have an 'instant' use to it; so if I draw a Drifting Djinn, Sandbar Serpent, and/or Penedrell Drake, I should cycle them inorder to get cards like Daring Merfolk, Miscalculation, Counterspell, Seal of Removal, and/or Drake Hatchling. Late game, you might want to cycle the Miscalculation as it becomes very useless, so does the Blasted Landscape.
Aerial Caravan is the best creature there is. I have never seen a card that can do so much without tapping (other than Morphling). You play the Caravan, get yourself a 4/3 flyer, and now you could draw a lot of cards, make sure you have a lot of mana though.
The Caravan becomes even more useful when you draw Cycling cards, because you could use the Cycling ability and draw cards that 'will' stay in your hand even after the turn is done.
*More people should try this creature, it's really, really playable and useful.*
Defense against fast decks should come easy, with cards like Seal of Removal, Darting Merfolk, and Drake Hatchling. Don't worry about not drawing any of these cards, that's why almost half the deck uses Cycling.
Now, I want to make this deck more valuable (if it isn't already), so please help me.
Wheather you're planning to reply or not, it doesn't matter to me, because I will always be the Guy from the other post.
****I wrote this deck in the wrong Forum, sorry. I forgot about the Deck section you guys have in here. This is my first time posting a deck on the WWW so please execuse me. Thanks.****
[Edited by TheGuyFromTheOtherPost on August 16th, 2000 at 12:25 AM]
I have played this deck in casual games between now and then, but now, since I love the idea of the deck, I would like to transform it and/or atleast develope it into a further level.
Here's the deck (I'll explain it's tech after the list):
Blue Creatures (18):
4 - Darting Merfolk
4 - Drake Hatchling
3 - Pendrell Drake
3 - Sandbar Serpent
2 - Drifting Djinn
2 - Aerial Caravan
Blue Spells (18):
4 - Accumelated Knowledge
4 - Miscalculation
4 - Counterspell
4 - Seal of Removal
2 - Rescind
Lands (24):
2 - Rath's Edge
2 - Blasted Landscape
20- Island
The deck is really fun and sometimes challenging to play. You have small defenders, and large attackers. The point of the deck is to cycle every card that doesn't have an 'instant' use to it; so if I draw a Drifting Djinn, Sandbar Serpent, and/or Penedrell Drake, I should cycle them inorder to get cards like Daring Merfolk, Miscalculation, Counterspell, Seal of Removal, and/or Drake Hatchling. Late game, you might want to cycle the Miscalculation as it becomes very useless, so does the Blasted Landscape.
Aerial Caravan is the best creature there is. I have never seen a card that can do so much without tapping (other than Morphling). You play the Caravan, get yourself a 4/3 flyer, and now you could draw a lot of cards, make sure you have a lot of mana though.
The Caravan becomes even more useful when you draw Cycling cards, because you could use the Cycling ability and draw cards that 'will' stay in your hand even after the turn is done.
*More people should try this creature, it's really, really playable and useful.*
Defense against fast decks should come easy, with cards like Seal of Removal, Darting Merfolk, and Drake Hatchling. Don't worry about not drawing any of these cards, that's why almost half the deck uses Cycling.
Now, I want to make this deck more valuable (if it isn't already), so please help me.
Wheather you're planning to reply or not, it doesn't matter to me, because I will always be the Guy from the other post.
****I wrote this deck in the wrong Forum, sorry. I forgot about the Deck section you guys have in here. This is my first time posting a deck on the WWW so please execuse me. Thanks.****
[Edited by TheGuyFromTheOtherPost on August 16th, 2000 at 12:25 AM]