S
Sodomonger
Guest
Hello everyone, I' ve been lurking this place for a while now and i like it here. so i decided to ask you people to help me with this blue/green deck i created.
it wants to abuse the combination of Freed from the Real and Argothian Elder to create infinite mana. that mana is then spent on an enormously large Stroke of Genius. I only have 1 stroke, but i solve this problem with tutoring.
Tutors in the deck:
3 Drift of Phantasms (gets Freed from the Real, and is Strokes 2-4 when I combo off)
3 Worldly Tutor (gets The Elder, dupes can get drifts)
3 Mystical Teachings (Strokes 5-8 and a little toolbox that can get me a counter or naturalize, as well as worldly tutors if the situation demands it)
--> if the elder stays around for one turn you enchant him, as long as you have either stroke or drift or teachings in hand your opponnent really needs an answer.
the rest of the deck is filled with more filtering, counters and 4 walls (should all be wall of roots, but at the moment 2 are still vine trellis) that speed me up and defend the board.
problem right now: it goldfishes around turn 5, sometimes even 4, if all things go well, but against actual enemies i still face problems. i think it has to do with the right mix of defensive measures and combo pieces.
Could you please offer some advice as to the right numbers and any other words of wisdom that are not "this decks needs duals!" (i'm simply not willing to spend that much on cards).
the decklist:
combo:
3 Argothian Elder
3 Freed from the Real
1 Stroke of Genius
tutors:
3 Drift of Phantasm
3 Worldly Tutor
3 Mystical Teachings
filtering:
2 Serum Visions
2 Mystic Speculation
2 Careful Study
1 Gifts Ungiven
1 Truth or Tale
1 Sensei's Diving Top
counters:
2 Counterspell
2 Condescend
2 Intervene
1 Delay
other:
2 Wall of Roots
2 Vine Trellis
1 Naturalize
mana:
13 Island
6 Forest
2 Slippery Karst
1 Lonely Sandbar
1 Simic Growth Chamber
[edit: i might want to add that i'm not too happy with the role of counterspell (the card) in this deck, since it gets me nowhere - codescend scrys - and is harder to cast as elder-protection than intervene. i'm not sure if the deck can support commandeer in its place though, i think it might eat combo pieces too often. also, i hve another top and don't really know what it could replace]
[and by the way, if there is a way to get the whole deck into cardtags as they do over at mtgsalvation.com i would be glad if someone could point that out to me]
it wants to abuse the combination of Freed from the Real and Argothian Elder to create infinite mana. that mana is then spent on an enormously large Stroke of Genius. I only have 1 stroke, but i solve this problem with tutoring.
Tutors in the deck:
3 Drift of Phantasms (gets Freed from the Real, and is Strokes 2-4 when I combo off)
3 Worldly Tutor (gets The Elder, dupes can get drifts)
3 Mystical Teachings (Strokes 5-8 and a little toolbox that can get me a counter or naturalize, as well as worldly tutors if the situation demands it)
--> if the elder stays around for one turn you enchant him, as long as you have either stroke or drift or teachings in hand your opponnent really needs an answer.
the rest of the deck is filled with more filtering, counters and 4 walls (should all be wall of roots, but at the moment 2 are still vine trellis) that speed me up and defend the board.
problem right now: it goldfishes around turn 5, sometimes even 4, if all things go well, but against actual enemies i still face problems. i think it has to do with the right mix of defensive measures and combo pieces.
Could you please offer some advice as to the right numbers and any other words of wisdom that are not "this decks needs duals!" (i'm simply not willing to spend that much on cards).
the decklist:
combo:
3 Argothian Elder
3 Freed from the Real
1 Stroke of Genius
tutors:
3 Drift of Phantasm
3 Worldly Tutor
3 Mystical Teachings
filtering:
2 Serum Visions
2 Mystic Speculation
2 Careful Study
1 Gifts Ungiven
1 Truth or Tale
1 Sensei's Diving Top
counters:
2 Counterspell
2 Condescend
2 Intervene
1 Delay
other:
2 Wall of Roots
2 Vine Trellis
1 Naturalize
mana:
13 Island
6 Forest
2 Slippery Karst
1 Lonely Sandbar
1 Simic Growth Chamber
[edit: i might want to add that i'm not too happy with the role of counterspell (the card) in this deck, since it gets me nowhere - codescend scrys - and is harder to cast as elder-protection than intervene. i'm not sure if the deck can support commandeer in its place though, i think it might eat combo pieces too often. also, i hve another top and don't really know what it could replace]
[and by the way, if there is a way to get the whole deck into cardtags as they do over at mtgsalvation.com i would be glad if someone could point that out to me]