There I am, playing another successful, but not victorious, tournament with my pride and joy deck: The answer. After playing against Theorgg, he suggests that I post my decklist and ideas about it on the CPA so no one else takes the credit for my design. So here we go!
Time period: 4 months ago.
There I am, playing what I believe is the best deck ever, my team's own varient of Blue Skies. I thought I was unstopable. No one could touch me........Unless I was playing against nether-Go or Fires.
Suprise, suprise, those 2 decks is what the environment was full of at the time. I couldn't win a match to save my life.
I thought "Something must be done. I have to build a good deck. Fires is alright, but everyone is predicting that. What do I play? It'll have to be original and I'll want to playtest it for about 2 months to see how it does when 7th and Apoc are available."
I decided that I wanted to limit my choices to one color so I good play my spells easier, but I didn't know which one at the point. I had to find the color that in my own opinion did the best by it's own.
"Okay, it's got to have creature control. You can't win in this environment without it, unless you play strict beatdown. It's got to have beatdown, not a lot, but enough to win. It's got to have mana acceleration, the deck MUST be fast. It must have board control as well, because if I have a deck built around creature destruction as it's kill, I lose to Nether-Go. Hmmmm, is there any color that can support all of this?"
Most of you are thinking "If it needs mana acceleration, it has to be green". Well, that's where you are wrong.
White. White was the color to play. I scoured the tourneys for a month before my decklist was finished. Then, I playtested my decklist, not the deck mind you, I'm not going to blow my money on a deck that doesn't work.
Suprisingly, the decklist was playable, and in most of my opponents comments, they believed it was the best original deck they had seen in several months.
Here is a thorough look at each card, why it was selected, and how they have done so far:
The Answer: Why this name? The Solution was taken.
Part 1: Creature Destruction: The pride and joy of the deck, these 8 cards can stop creature beatdown decks early enough to win.
3 Wrath of God: No brainer here. It's 4cc and it blows everything up. If need be, it does so 3rd turn. 4 was too many, so I went with 3
3 Rout: Another no-brainer here. Save them for when they end their turn are are about to attack with what they think is the game-winning kill.
2 Mageta, the Lion: With the ability to blast everything, then smack your opponent for 3 each turn after, I bent my traditional rule of playing without legend to send this buddy in. Oh, and he takes care of Idols, too.
Part 2: Creature Beatdown: Every deck needs a way to win, unless the deck is built around losing. Here are my deck's 14 creatures, 12 of which fly
4 Serra Angel: yes, she's back, but not as played as before. I decided to give her a chance while building the deck to see if she fit the theme of the deck. Boy did she ever. I almost forget how brutal 4 damage to the opponent and his scared offense can be.
4 Voice of All: The definite MVP of the deck. It blocks Blastoderms, it stops Mahamoti Djinn, it sneers at Specters. Either that, or it's a good bait for your opponent's 2 color deck in situations where he could either kill the Serra Angel or the Voice of All that's stopping his Blastoderm from winning him the game.
3 Blinding Angel: The Blind Cat makes a strong appearance in this deck, as she neutralizes your opponents wave of attack long enough for you to start your own. I have play against many a Fires decks that have every way to win if they can attack, but sadly they couldn't.
2 Mageta, The Lion: See description in Creature control.
1 Jeweled Spirit: I had one extra spot in the deck and realized it should be more beatdown. I wanted to put in a card that, given the correct circumstances, could stop any deck without fear of a way to get rid of it, with the exception of mass removal, of course. Jeweled Spirit, with her "can't touch me" effect makes a strong impact and always wins the game when it hits the board.
Part 3: Board Control: 14 cards that always cause headaches for your opponents, these cards can turn the tide of the game in so many ways.
3 Blinding Angels: See description in Creature Beatdown.
3 Story Circle: If you are playing mono-white, this card always goes in. It's a circle of protection of your choice, and most decks can't handle that. "What's that? You're attacking with Shivan Wurm? I'm sorry , but he has to sit in the timeout circle."
4 Orim's Chant: If a bad hand is kept and your draw into nothing, play this white version of Time Walk to stall the fields. OR, if the Blinding Angels get blocked, this handy substitute could be useful.
4 Disenchant: at first, this slot was taken up by 4 Glorius Anthems, because I just loved the idea of an 8/8 Serra Angel. After realizing that this made the deck too slow and it always lost when an Ensnaring Bridge hit the board, I took them out and brought in Disenchants. Immediately, my winning streak started. Story Circles, Ensnaring Bridges, Howling Mine, Shifting Sky, ANYTHING giving me a problem, BOOM! It's dead.
Part 4: Mana Acceleration: Okay, you're probably wondering "What could white possibly contribute to this category?" The answer: nothing. Absolutely nothing. So, I'm relying on 6 mana sources from artifacts to speed me up.
4 Marble Diamond: I usually have one in opening hand and it usually lets me drop a 3rd turn Wrath of God or a 3rd turn Voice of All. That usually hands control of the board to me.
2 Tooth of Ramos: In the original decklist, I had 3 of these, but realized that that many actually made the deck slower. With 2 in, I felt that it was the right amount of speed, plus the extra W from sacing it comes in handy, too.
Part 5: Card Advantage: yes, this deck draws cards, too.
2 Jayemdae Tome: My opponent is always suprised when I drop one, but with the cards I recieved from it, I always get what I need and I always have ways to deal with future threats.
Part 6: Land Count: This deck only runs 21 land, but with the early acceleration it recieves, that's all it needs.
16 Plains: This really doesn't need an explanation.
4 Rishadan Port: Multi-color decks can't use them very well, but mono-color decks win with this cards, the ultimate lock down.
1 Kor Haven: My story circle is for green, but my opponent lays down another creature of another color. This works. OR, Nether-GO won't let me play anything. This stops the spirit from touching me.
As of this, this deck has only NOT made it into top 4 once. Unfortunately, it hasn't won a big tournament yet, but it still has time before Odyssey kicks in. A lot of time.
Your opinions?
Ransac, cpa trash man
Time period: 4 months ago.
There I am, playing what I believe is the best deck ever, my team's own varient of Blue Skies. I thought I was unstopable. No one could touch me........Unless I was playing against nether-Go or Fires.
Suprise, suprise, those 2 decks is what the environment was full of at the time. I couldn't win a match to save my life.
I thought "Something must be done. I have to build a good deck. Fires is alright, but everyone is predicting that. What do I play? It'll have to be original and I'll want to playtest it for about 2 months to see how it does when 7th and Apoc are available."
I decided that I wanted to limit my choices to one color so I good play my spells easier, but I didn't know which one at the point. I had to find the color that in my own opinion did the best by it's own.
"Okay, it's got to have creature control. You can't win in this environment without it, unless you play strict beatdown. It's got to have beatdown, not a lot, but enough to win. It's got to have mana acceleration, the deck MUST be fast. It must have board control as well, because if I have a deck built around creature destruction as it's kill, I lose to Nether-Go. Hmmmm, is there any color that can support all of this?"
Most of you are thinking "If it needs mana acceleration, it has to be green". Well, that's where you are wrong.
White. White was the color to play. I scoured the tourneys for a month before my decklist was finished. Then, I playtested my decklist, not the deck mind you, I'm not going to blow my money on a deck that doesn't work.
Suprisingly, the decklist was playable, and in most of my opponents comments, they believed it was the best original deck they had seen in several months.
Here is a thorough look at each card, why it was selected, and how they have done so far:
The Answer: Why this name? The Solution was taken.
Part 1: Creature Destruction: The pride and joy of the deck, these 8 cards can stop creature beatdown decks early enough to win.
3 Wrath of God: No brainer here. It's 4cc and it blows everything up. If need be, it does so 3rd turn. 4 was too many, so I went with 3
3 Rout: Another no-brainer here. Save them for when they end their turn are are about to attack with what they think is the game-winning kill.
2 Mageta, the Lion: With the ability to blast everything, then smack your opponent for 3 each turn after, I bent my traditional rule of playing without legend to send this buddy in. Oh, and he takes care of Idols, too.
Part 2: Creature Beatdown: Every deck needs a way to win, unless the deck is built around losing. Here are my deck's 14 creatures, 12 of which fly
4 Serra Angel: yes, she's back, but not as played as before. I decided to give her a chance while building the deck to see if she fit the theme of the deck. Boy did she ever. I almost forget how brutal 4 damage to the opponent and his scared offense can be.
4 Voice of All: The definite MVP of the deck. It blocks Blastoderms, it stops Mahamoti Djinn, it sneers at Specters. Either that, or it's a good bait for your opponent's 2 color deck in situations where he could either kill the Serra Angel or the Voice of All that's stopping his Blastoderm from winning him the game.
3 Blinding Angel: The Blind Cat makes a strong appearance in this deck, as she neutralizes your opponents wave of attack long enough for you to start your own. I have play against many a Fires decks that have every way to win if they can attack, but sadly they couldn't.
2 Mageta, The Lion: See description in Creature control.
1 Jeweled Spirit: I had one extra spot in the deck and realized it should be more beatdown. I wanted to put in a card that, given the correct circumstances, could stop any deck without fear of a way to get rid of it, with the exception of mass removal, of course. Jeweled Spirit, with her "can't touch me" effect makes a strong impact and always wins the game when it hits the board.
Part 3: Board Control: 14 cards that always cause headaches for your opponents, these cards can turn the tide of the game in so many ways.
3 Blinding Angels: See description in Creature Beatdown.
3 Story Circle: If you are playing mono-white, this card always goes in. It's a circle of protection of your choice, and most decks can't handle that. "What's that? You're attacking with Shivan Wurm? I'm sorry , but he has to sit in the timeout circle."
4 Orim's Chant: If a bad hand is kept and your draw into nothing, play this white version of Time Walk to stall the fields. OR, if the Blinding Angels get blocked, this handy substitute could be useful.
4 Disenchant: at first, this slot was taken up by 4 Glorius Anthems, because I just loved the idea of an 8/8 Serra Angel. After realizing that this made the deck too slow and it always lost when an Ensnaring Bridge hit the board, I took them out and brought in Disenchants. Immediately, my winning streak started. Story Circles, Ensnaring Bridges, Howling Mine, Shifting Sky, ANYTHING giving me a problem, BOOM! It's dead.
Part 4: Mana Acceleration: Okay, you're probably wondering "What could white possibly contribute to this category?" The answer: nothing. Absolutely nothing. So, I'm relying on 6 mana sources from artifacts to speed me up.
4 Marble Diamond: I usually have one in opening hand and it usually lets me drop a 3rd turn Wrath of God or a 3rd turn Voice of All. That usually hands control of the board to me.
2 Tooth of Ramos: In the original decklist, I had 3 of these, but realized that that many actually made the deck slower. With 2 in, I felt that it was the right amount of speed, plus the extra W from sacing it comes in handy, too.
Part 5: Card Advantage: yes, this deck draws cards, too.
2 Jayemdae Tome: My opponent is always suprised when I drop one, but with the cards I recieved from it, I always get what I need and I always have ways to deal with future threats.
Part 6: Land Count: This deck only runs 21 land, but with the early acceleration it recieves, that's all it needs.
16 Plains: This really doesn't need an explanation.
4 Rishadan Port: Multi-color decks can't use them very well, but mono-color decks win with this cards, the ultimate lock down.
1 Kor Haven: My story circle is for green, but my opponent lays down another creature of another color. This works. OR, Nether-GO won't let me play anything. This stops the spirit from touching me.
As of this, this deck has only NOT made it into top 4 once. Unfortunately, it hasn't won a big tournament yet, but it still has time before Odyssey kicks in. A lot of time.
Your opinions?
Ransac, cpa trash man