I
Istanbul
Guest
This deck is actually also posted in my article on the front page, but I figure that getting some input on it might be assisted by putting it here.
This is a Type II construct, possibly of tournament quality. Gizmo, your input would be appreciated, but everyone is welcome to put in their two cents.
MANA:
10x Island
8x Plains
2x Coastal Tower
2x Seashell Cameo
WHITE:
3x Wrath of God
2x Rout
2x Mageta, The Lion
2x Cho-Manno, Revolutionary
3x Story Circle
2x Devout Witness
3x Shackles
BLUE:
4x Counterspell
2x Thwart
3x Gush
2x Distorting Wake
3x Sliptide Serpent
GOLD:
3x Absorb
3x Samite Archer
SB:
3x Aura Fracture
3x Sheltering Prayers
3x Galina's Knight
1x Mercadian Lift
3x Mana Short
2x Disrupting Scepter
How does it win?
AGAINST SNUFF-O-DERM: Wrathlike spells with deal with problematic untargetable creatures, with countermagic making sure that they remain gone. Samite Archer helps your chances at survival, and Cho-Manno will survive repeated Blastoderm assaults (especially with countermagic protecting him from Snuffs and the like). Story Circle can be a win condition all on its own.
AGAINST RISING WATERS: Devout Witness will help in dealing with Rising Waters itself, assuming your opponent manages to push it through your countermagic. Should that occur, just Gush and Thwart your Islands back into play, and don't forget your Seashell Cameos. Sideboard in Aura Fracture to make sure your opponent realizes that no matter how mana-locked you are, you can always pop his Waters.
AGAINST LAND DESTRUCTION: Don't be afraid to Gush and Thwart; bounce lands you've already tapped to make them perform double duty in countering your opponent's land destruction. Try to get your Cameos into play early, and remember that this deck has a goodly amount of land. Sideboard in Galina's Knight for a fast pro-red creature, and Sheltering Prayers to make your opponent's day a living hell. A well-placed Mana Short during your opponent's upkeep can keep him quiet for a turn, too.
AGAINST DRAW-GO: This deck will be packing a lot of countermagic, so don't even think about trying to out-counter it on things that don't matter. Try to play aggressively, forcing your opponent to use counters on Mageta, Cho-Manno, and your Archers. When he throws down a kill mechanism, that's when *your* counters come into play. And remember, you do have board-wipers in your deck, so don't concede if something ugly pushes its way through. Sideboard in Mercadian Lift to make your creatures uncounterable, Mana Short for a must-counter spell, and Disrupting Scepter to get rid of those pesky cards your opponent draws.
QUESTIONS:
Q: Why Seashell Cameo?
A: Two reasons. One, it's an artifact, so Rising Waters doesn't touch it, and Land Destruction has to Pillage it. Two, it's mana acceleration, albeit not at Diamond speed.
Q: Why Sliptide Serpent?!
A: It returns to your hand. Remember all those Wraths you're playing? Also, picture this: block with Sliptide Serpent, put damage on the stack, return it to my hand...
Q: Samite Archer?
A: Utility on a stick. Damage prevention early in the game when you're going to need it, and direct damage later in the game when you don't. A very solid creature.
Q: Shackles are nice, but what about...
A: Return Shackles to your hand in response to casting your favorite Wrath-like effect. Recycle, re-use.
So, what do you think?
This is a Type II construct, possibly of tournament quality. Gizmo, your input would be appreciated, but everyone is welcome to put in their two cents.
MANA:
10x Island
8x Plains
2x Coastal Tower
2x Seashell Cameo
WHITE:
3x Wrath of God
2x Rout
2x Mageta, The Lion
2x Cho-Manno, Revolutionary
3x Story Circle
2x Devout Witness
3x Shackles
BLUE:
4x Counterspell
2x Thwart
3x Gush
2x Distorting Wake
3x Sliptide Serpent
GOLD:
3x Absorb
3x Samite Archer
SB:
3x Aura Fracture
3x Sheltering Prayers
3x Galina's Knight
1x Mercadian Lift
3x Mana Short
2x Disrupting Scepter
How does it win?
AGAINST SNUFF-O-DERM: Wrathlike spells with deal with problematic untargetable creatures, with countermagic making sure that they remain gone. Samite Archer helps your chances at survival, and Cho-Manno will survive repeated Blastoderm assaults (especially with countermagic protecting him from Snuffs and the like). Story Circle can be a win condition all on its own.
AGAINST RISING WATERS: Devout Witness will help in dealing with Rising Waters itself, assuming your opponent manages to push it through your countermagic. Should that occur, just Gush and Thwart your Islands back into play, and don't forget your Seashell Cameos. Sideboard in Aura Fracture to make sure your opponent realizes that no matter how mana-locked you are, you can always pop his Waters.
AGAINST LAND DESTRUCTION: Don't be afraid to Gush and Thwart; bounce lands you've already tapped to make them perform double duty in countering your opponent's land destruction. Try to get your Cameos into play early, and remember that this deck has a goodly amount of land. Sideboard in Galina's Knight for a fast pro-red creature, and Sheltering Prayers to make your opponent's day a living hell. A well-placed Mana Short during your opponent's upkeep can keep him quiet for a turn, too.
AGAINST DRAW-GO: This deck will be packing a lot of countermagic, so don't even think about trying to out-counter it on things that don't matter. Try to play aggressively, forcing your opponent to use counters on Mageta, Cho-Manno, and your Archers. When he throws down a kill mechanism, that's when *your* counters come into play. And remember, you do have board-wipers in your deck, so don't concede if something ugly pushes its way through. Sideboard in Mercadian Lift to make your creatures uncounterable, Mana Short for a must-counter spell, and Disrupting Scepter to get rid of those pesky cards your opponent draws.
QUESTIONS:
Q: Why Seashell Cameo?
A: Two reasons. One, it's an artifact, so Rising Waters doesn't touch it, and Land Destruction has to Pillage it. Two, it's mana acceleration, albeit not at Diamond speed.
Q: Why Sliptide Serpent?!
A: It returns to your hand. Remember all those Wraths you're playing? Also, picture this: block with Sliptide Serpent, put damage on the stack, return it to my hand...
Q: Samite Archer?
A: Utility on a stick. Damage prevention early in the game when you're going to need it, and direct damage later in the game when you don't. A very solid creature.
Q: Shackles are nice, but what about...
A: Return Shackles to your hand in response to casting your favorite Wrath-like effect. Recycle, re-use.
So, what do you think?