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Author Topic: Spellshapers  (Read 1011 times)
vartemis
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« on: November 09, 2005, 04:05:16 pm »

I had some free time last weekend and tweaked my spellshapers deck.

Creatures 
2   Anger   
1   Anurid Scavenger   
3   Birds of Paradise   
3   Cephalid Broker   
4   Dawnstrider   
3   Devout Witness   
3   Genesis   
3   Hermit Druid   
4   Krovikan Horror   
1   Latulla, Keldon Overseer   
1   Overtaker   
2   Seismic Mage   
2   Stronghold Biologist   
3   Stronghold Machinist   
2   Tonic Peddler

Spells 
1   Time Warp   

Enchantments 
1   Epic Struggle   

Artifacts 
1   Legacy Weapon   

Lands 
6   Forest
6   Island
4   Mountain 
4   Plains

How the deck works:

Cast what you can and use the Cephalid Brokers and Hermit Druids to get to the Genesis and Anger in your graveyard as fast as you can. Don't be afraid to discard your spellshapers. Now all of your spellshapers can come back to your hand. Keep using the brokers to put more shapers into the graveyard.

The Hermit Druid helps you get land faster by giving you one essentially every turn, and it puts your creatures into the graveyard to be brought back by the genesis.

If lands are giving you a problem, Seismic Mage it.

Instants, sorceries, artifacts, and enchantments are taken care of with the Stronghold Machinist.

If artifacts or enchantments in play are too much of a problem you can always use the Devout Witness.

Dawnstrider prevents all combat damage, so the creatures in play won't be a problem. Use the Overtaker to steal them and attack your opponent.

The Tonic Peddler is to gain three life every turn.

The Anurid Scavenger is there to put land from your graveyard back into your library, as well as the time warp and epic struggle if they end up in the grave.When you refuse to pay his upkeep, he goes to your graveyard, then back to your hand, care of genesis.

And the best part is, except for your summon spells, time warp,and epic struggle, all your spells can't be countered because they are activated abilities, not spells. And if your summon spells are countered, bring it back with the genesis and cast it again next turn, and your opponent is out one counterspell.

The key to this deck is the Krovikan Horrors. You can discard all four, and three of them come back at the end of YOUR turn. Just make sure there is a summon spell DIRECTLY above it!. This is much better than Squee, Goblin Nabob.

The Legacy Weapon is there for a few reasons. It prevents the deck from being decked. If it is the last card in your library, then draw it, discard it to a shaper, then it is put back in your library. With the Birds I also have all 5 colors and can start removing permanents from the game.

The Time Warp is a lot of fun. Much later in the game, time warp will eventualy end up being the last card in your hand or graveyard. Use the anurid scavenger to put it back in your library, then draw it again, causing an INFINITE TURN LOOP.

The Epic Struggle is there when you seem to be playing against a deck that has you locked down. I have this happen all the time when my friend has Solitary Confinement out with two Sterling Groves. You can get you creatures out and win, no matter what. If someone gets rid of one of your creatures. return it to your hand care of genesis, then cast it again. It can be used right away care of Anger, so it was like it was there the whole time.

This deck works well because there are so many ways to win. You can fufill the Epic Struggle, or use the time warp and swarm him or ping your opponent with Latulla, Keldon Overseer.

This deck is a little slow, but works great in multiplayer and star.  That little extra time is all you need to get your foot in the door.

j
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