T
The Magic Jackal
Guest
I was working on my MBC deck today and made a couple of adjustments. Considering that i have never posted the original deck, I thought that i would post it and see what you people think.
Blue Bounce
v.2
Creatures-18
4 jolting merfolk
4 cloudskate
3 stinging barriar
3 waterfront bouncer
2 trickster mage
2 indentured djinn
Enchantments-10
4 cowardice
4 seal of removal
2 parallax tide
Spells-10
4 counterspell
3 daze
3 thwart
Land-22
4 skerry
4 port
14 island
Sideboard (switcheroo)
4 rising waters
4 eye of Ramos
3 dominate
2 tanle wire
2 indentured djinn
The main idea for the deck is to hold off you opponent the first couple of turns with seals, counters, w bouncers, t mages, and ports. Then play cowardice, and target their creatures, which returns them to their hand. The merfolk works incredible well with cowardice, it can return 3 of your opponents creatures, and then return itself. Use cloudskate and the djinn as kill cards, and protect them with the merfolk (the merfolk keeps the cloudskate alive). The tide can be used either before or after cowardice is put down, used either to stall them while your setting up the combo, or keeping them from recasting your creatures.
For the sideboard, i thought it would be a good idea to pull a switcheroo. This chages the deck from bounce to control. Here's the main idea- get out an eye, and a port. Play you kill card- djinn, and then cast rishing waters. Each turn, untap the port, and during their upkeep, tap their only untapped land. Dominate and tangle wire are in their for some added contol before the combo goes off. Here's is what i would side out for the contol cards:
4 cowardice, 2 trickster mage, 4 cloudskate, 2 parallax tide, and 2 seals.
That leaves 14 open spots:
4 rising water, 4 eye of ramos, 2 tangle wire, and 2 dominate.
IF you have any suggestions/comments/questions, LMK.
Blue Bounce
v.2
Creatures-18
4 jolting merfolk
4 cloudskate
3 stinging barriar
3 waterfront bouncer
2 trickster mage
2 indentured djinn
Enchantments-10
4 cowardice
4 seal of removal
2 parallax tide
Spells-10
4 counterspell
3 daze
3 thwart
Land-22
4 skerry
4 port
14 island
Sideboard (switcheroo)
4 rising waters
4 eye of Ramos
3 dominate
2 tanle wire
2 indentured djinn
The main idea for the deck is to hold off you opponent the first couple of turns with seals, counters, w bouncers, t mages, and ports. Then play cowardice, and target their creatures, which returns them to their hand. The merfolk works incredible well with cowardice, it can return 3 of your opponents creatures, and then return itself. Use cloudskate and the djinn as kill cards, and protect them with the merfolk (the merfolk keeps the cloudskate alive). The tide can be used either before or after cowardice is put down, used either to stall them while your setting up the combo, or keeping them from recasting your creatures.
For the sideboard, i thought it would be a good idea to pull a switcheroo. This chages the deck from bounce to control. Here's the main idea- get out an eye, and a port. Play you kill card- djinn, and then cast rishing waters. Each turn, untap the port, and during their upkeep, tap their only untapped land. Dominate and tangle wire are in their for some added contol before the combo goes off. Here's is what i would side out for the contol cards:
4 cowardice, 2 trickster mage, 4 cloudskate, 2 parallax tide, and 2 seals.
That leaves 14 open spots:
4 rising water, 4 eye of ramos, 2 tangle wire, and 2 dominate.
IF you have any suggestions/comments/questions, LMK.