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Author Topic: Control WW?  (Read 1138 times)
Kaiser von Hugal
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« on: May 11, 2004, 11:02:12 pm »

This one kind of reminds me of old school WW when people were using outposts.  I think the way to speed this kind of deck up is to break away from the desire to play alot of cards requiring WW.   Look for ways to increase the amount of colorless mana required and use the best one Wcc cards available.  White still has some of the best answers in the game.  Someone once said - there are no bad threats just bad answers.

4 Swords to Plowshares - Fattie hate, Dragons and Togs most noteably
4 Disenchant - artifact hate, CoTV and such
4 Savannah Lions - 'nuff said
1 Balance - see below, best white card there is.
4 Javelineers - Whinie hate, welders, fish, mox monkey's
2 Devout Witness - artifact hate, Trike, Fatness - I'll ditch extra mana

3 Skullclamp - screw land tax, should have some draw mechanism in here.  My choices were Clamp, Cursed Scroll, Land tax or Isochron.
4 Raise the Alarm, allows me to run balance, cool skullclamp tricks - but not as cool a...
2 Decree of Justice, allows me to run balance, cool skullclamp tricks.  Not as useful early on, unless I get swamped with artifact mana
4 Exalted Angels, should be swinging on turn 3, not sure if I have the number right though, more testing required.  I might try to squeeze in some Eternal Dragons

4 Mishra Factory - allows me to run balance, keeps pressure on after board clearing
4 City of Traitors - allows for a face down turn two, sometimes turn one angel
4 Waste Lands - why not
1 Strip Mine - ditto
12 Plains - there are only 4 cards that require WW
1 Mox Pearl
1 Mox Off color
1 Black Lotus
1 Sol Ring
1 Mana Crypt

SB

3 Tormod's Crypt
3 Samite Ministration
2 Reprisal
3 Armageddon
4 Seal of Cleansing

So...do you think this is fast enough or just a pile?

Considering your feedback, I think if I went more of a control route I would get the results...

1 Pariah - I wanted to push the control element further
2 Empyrial Armor
4 Silver Knight
4 Black Knight
2 Exalted Angels - not sure if these work with Totem, pretty sure though.
4 Soltari Priest
4 Savannah Lion
4 Null Rod
3 Cursed Totem - Welders, Mongrel, Tog, Rootwalla, Boa, Troll
4 Swords to Plowshare - Tog, Dragon, Fatness
3 Disenchant - Fatness
1 Enlightened Tutor
4 Tithe - these could be Land tax, but this way I don't have to rely on the opponent

13 Plains
2 Ancient Tome
4 City of Traitors
1 Black Lotus
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« Reply #1 on: May 12, 2004, 09:03:47 am »

You're running more lands and way more creatures than pretty much anything out there.
What exactly are you expecting Balance to do for you?
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meh.
matyburger
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« Reply #2 on: May 12, 2004, 06:04:15 pm »

Personally, I've always been interested in Kjeldoran Outpost in a ww deck, but it might be too slow for T1 play... I suppose it's more suited for a white control deck (shudder), but I'd test it out and see how it works...
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Kaiser von Hugal
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« Reply #3 on: May 14, 2004, 11:18:35 pm »

My thoughts were to use white's removal and some quick mana combined with white cards requiring only one white to survive the early game then swing with the angel for the V.  Here's another list that removes some mana and increases the number of early disruption.   My concern with the new list is that there aren't enough threats.  The angel's acc should help against control.

4 Savannah Lions - early pressure
4 Raise the Alarm - mainly to slow down an opponents fast start
4 Exalted Angel
4 Silver Knight - toss up between black knight, I figure the Totems are enough MD, don't want to over commit for one deck too much

4 Null Rod
1 Enlightened Tutor
1 Balance
4 Land Tax
4 Orim's Chant - this should help slow some aggro decks and set up a geddon
4 StP
2 Armageddon
3 Cursed Totem - sooo many T1 creatures get hit

1 Black Lotus  
13 Plains
4 City of Traitors - I may be putting too much stock in these lands, need to test more
3 Ancient Tome - ditto
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type1playa
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« Reply #4 on: May 15, 2004, 02:30:00 am »

no disrespect to your ideas.  but honestly the only way i think a ww deck will be able to steal games from the better decks (i.e. tog-slaver-draw7) is going to have to be a combination of them having a mediocre draw at best and you having a creature with any empyrial card attached to it and a land tax on the board fueling that empyrial card so you can swing for the early win.  don't get me wrong, i love ww.  but i think it's only viable in a not-so-powered up tourny.  i think the best ww deck is the shadow deck imho.
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