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Eternal Formats / Creative / Re: Oath
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on: June 04, 2005, 10:28:13 am
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this may sound a bit nieve, but whats the reasoning behind echoing truth, there are such better cards you could run in that slot?
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Eternal Formats / Creative / Dragon Combo.Mono Black
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on: June 04, 2005, 10:21:11 am
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Well, this is my Dragon Combo i have put together for a 13 proxy tournament. it seems to run pretty smooth, but it its not quite fast enough. i think it needs more search. lemme know. the sideboard needs a bit of work as well.
// Lands 15 Swamp 4 Bazaar of Baghdad
// Creatures 4 Worldgorger Dragon 1 Ambassador Laquatus 3 Squee, Goblin Nabob 1 Caller of the Claw 1 Verdant Force
// Spells 4 Duress 3 Dance of the Dead 3 Animate Dead 1 Demonic Consultation 1 Demonic Tutor 1 Mox Emerald 4 Dark Ritual 4 Buried Alive 1 Mox Sapphire 1 Mox Ruby 1 Mox Pearl 1 Mox Jet 1 Necropotence 1 Black Lotus 2 Necromancy 2 Tainted Pact
// Sideboard SB: 2 Verdant Force SB: 2 Hymn to Tourach SB: 4 Diabolic Edict SB: 4 Chalice of the Void SB: 3 Defense Grid
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Eternal Formats / Creative / You only though ankh sligh was dead.....
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on: December 20, 2004, 05:56:26 pm
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well heres the deck everyones been downing as of late. so i looked at the primer on the [card]Mana Drain[/card] to see why the builds of sligh that have been going around were losing. it made alot of sense. heres my take on Ankh sligh. heres the decklist and breakdown.
// Lands 1 [card]Strip Mine[/card] 3 [card]Wasteland[/card] 17 [card]Mountain[/card] (2)
// Creatures 4 [card]Grim Lavamancer[/card] 4 [card]Gorilla Shaman[/card] (2) 4 [card]Jackal Pup[/card]
// Spells 1 [card]Black Vise[/card] 1 [card]Mox Ruby[/card] 4 [card]Ankh of Mishra[/card] 2 [card]Isochron Scepter[/card] 1 [card]Wheel of Fortune[/card] 4 [card]Price of Progress[/card] 4 [card]Incinerate[/card] 4 [card]Chain Lightning[/card] 4 [card]Lightning Bolt[/card] 2 [card]Fireblast[/card]
// Sideboard SB: 4 [card]Scald[/card] SB: 3 [card]Rack and Ruin[/card] SB: 4 [card]Fire[/card]/[card]Ice[/card] SB: 4 [card]Red Elemental Blast[/card]
Creatures [card]Gorilla Shaman[/card]- Due to the lack of power in the deck(also it power slows it down) this little critter is a 4 of for taking out moxen [card]Sol Ring[/card] or other mana accelleration.
[card]Grim Lavamancer[/card]- This guy here takes old bolts and makes em into [card]Shock[/card]s. hes good [card]Disrupt[/card]ion against aggro. and combined with any other burn spell in the deck he takes out anything thats as fat as 5. hes re-useable burn that just keeps on pingin.
[card]Jackal Pup[/card]- Quite strait forward. 2/1 one mana. hes fat for one mana. and he is gonna get through once the oposing creatures get toasted. he puts heavy pressure that sligh needs early game to win on your opponent.
Bolts:
[card]Lightning Bolt[/card]- one mana. three damage. instant speed. no more to say.
[card]Chain Lightning[/card]- its a waterd down version of the [card]Lightning Bolt[/card]. its still one for three damage however. its effect can be quite annoying at times. is strictly better then [card]Shock[/card](i [card]Retract[/card] all preveous statments kurt).
[card]Incinerate[/card]- Instant speed 3 damage for 2. gets rid of those pesky regenerators as well.
Damage Sources:
[card]Price of Progress[/card]- this little thing kills control. for 2 mana you can completely ruin a control deck. its happned many many times in the past. its probably one of the most lethal cards in the deck. when your facing aggro it gets boarded out for [card]Fire[/card]/ce
[card]Ankh of Mishra[/card]- considering that sligh only needs 3 lands to run off whenever your opponent drops a lands this little bugger does 2 damage. combined with [card]Black Vise[/card] or anothing [card]Ankh of Mishra[/card]. this little 2 mana artifact can be quite a threat.
[card]Black Vise[/card]- first turn lay. does alot of damage. souped up bolt.
[card]Isochron Scepter[/card]- one of these suited up with a [card]Fire[/card]/[card]Ice[/card] or a bolt of some sort can be the little bit of board control you need. or it could just be the end of your oppoenent. this little tool is best suited for an [card]Incinerate[/card] or a [card]Fire[/card]/[card]Ice[/card].
[card]Fireblast[/card]- well 0 mana for 4 damage? and its playable when your tapped out. combine with a [card]Lightning Bolt[/card], [card]Chain Lightning[/card], or [card]Incinerate[/card] and early game [card]Ankh of Mishra[/card] damage this little dude is gonna kill ya.
Draw:
[card]Wheel of Fortune[/card]- well, the little piece of gear gets me a mit full of burn spells. i dont really think there is much of an explanation for it. the only worthy draw spell for a mono red ankh sligh deck.
SideBoard:
[card]Scald[/card]- well, your playing a keeper or a blue based control deck. bring in the fucker. so when your opponent drops a land and taps it. thats a grand total of a bolt to there forehead. combine with multiple [card]Ankh of Mishra[/card]s it usually can mean game following a few bolts.
[card]Rack and Ruin[/card]- blows up to artifacts. this can mean 2 trinixphers a trinixpherer and a [card]Smokestack[/card] 2 juggernaughts. its really the most stable card in the sideboard.
[card]Fire[/card]/[card]Ice[/card]- well when your facing aggro and your [card]Price of Progress[/card] arent doing anything usefull and your only getting about 2 damage out of them. then your really gonna need to take POP out for this little fers. takes out 2 1/1 critters or one big 2/2 critter. its the same as pop except that you get to divide the damage up.
[card]Red Elemental Blast[/card]- well, agains [card]Mana Drain[/card] and [card]Force of Will[/card]. your gonna need this things. and it stops the [card]Cunning Wish[/card] to get the naturlize for your [card]Ankh of Mishra[/card]
Mana sources
[card]Mountain[/card]- obvious cho[card]Ice[/card] here.
[card]Mox Ruby[/card]- its a [card]Mountain[/card], except that it gets to drop a turn earlier than most lands. i find its they only acceptble mana acceleration in the deck.
[card]Strip Mine[/card]s- well [card]Wasteland[/card]s and stripmine blow up your opponents non-basic lands. taking away an opponents land isnt good, because there gonna wanna replace it. with [card]Ankh of Mishra[/card] down/knowing you have an arsenal of damage sources. there not going to want to relay that land any time soon.
in any case. thats the breakdown of all the cards. the build seems quite effective against most tier one decks. it has a little problem with most welder archtypes. and any comments or ideas are greatly appriciated.
-Doug
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