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Author Topic: Quick R/U deck advice  (Read 1235 times)
Caboose
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« on: January 15, 2007, 09:06:32 pm »

//Creatures - 14
4 Silver Myr
3 Iron Myr
3 Morphling
2 Torchling
2 Akroma, Angel of Fury

//Spells - 19
4 Impulse
4 Thirst for Knowledge
4 Counterspell
4 Magma Jet
3 Lightning Bolt

//Artifacts - 5
2 Æther Spellbomb
1 Mana Vault
1 Sol Ring
1 Lotus Petal

//Land – 20
4 Volcanic Island
4 Seat of the Synod
4 Great Furnace
4 Mountain
3 Island
2 Izzet Boilerworks
1 Tolarian Academy

So I saw the new Akroma, and Torchling, and I was like "Hey, I need a new deck for multiplayer or emperor or whatever, so I should make a deck with those critters."
So I threw this together. Thoughts? I threw in the mana dudes to help cast an early Akroma or make sure I could pay for the Shapeshifter's tools. Having any more than 6 'Lings seemed like overkill, though. Magma Jet seemed like a choice burn spell for any little annoying dudes I'd come across, since it can also dig for the goodies. Impulse and TFK are obv choices, I think. And Seething Song is for an early Dominatrix beatdown.
Aether Spellbomb gets the nod over Seal of Removal, because Akroma has pro-blue. It's an amazing little tool, and fits in with the artifacts. Then I threw in some mana artifacts. I don't have any power, but I'm planning on picking up a Sapphire and Ancestral in a few months.

Anyways, Counters are pretty weak in multiplayer games, but I figured a few would be good in case of emergencies. Do I have enough card digging tools, though? Not enough removal? These questions are plaguing me. Any advice would be appreciated. Thanks!
« Last Edit: January 17, 2007, 01:21:47 am by Caboose » Logged

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OfficeShredder
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« Reply #1 on: January 16, 2007, 12:34:58 am »

If you're going to run academy, you need more artifacts.  I think your deck needs more card drawing... impulse doesn't count.  Concentrate is actually a pretty decent and cheap (money wise) card, especially if you want to play with mana acceleration.

You also need some counterspells and maybe more burn, just because at least a little bit of "If you mess with me, I'll mess right back" is useful in multiplayer.  Drop the seething songs, you have enough acceleration as is.  Then you can maybe drop a morphling and an akroma, and add in four counterspells and two chars (or psionic blasts), or something like that.
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Harlequin
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« Reply #2 on: January 16, 2007, 10:59:59 am »

I don't like the myrs as much as other options... esp in multiplayer where they are just going to get destroyed to area damage.  If your looking for some mana accelleration I would say go for the Mirrodin Block Talismens.  I know there are 5 of them, and I don't think there is a U&R one but still running a few U and a few R is as good as running a myr.  The life loss could potentially be bad in multiplayer but for the most part your going to have plenty of need for colorless anyhow. 

You might also want to consider Star Compass or even Felwar Stone.  At the three level its hard to beat Darksteel Ingot as an option (esp because the blue and red TSP totems are ... lacking, red might be ok). 

Running non-myr mana opens up the possilbity of Earthquake, Pyroclasm, Slice and Dice, Tremor, etc etc... for what I think are solid Multiplayer cards.

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Caboose
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« Reply #3 on: January 17, 2007, 01:27:43 am »

I took Office's advice to my friend Andy (an insane good player) and he agreed. As for Harlequin's advice, I see his point, but I think I'll just test both versions (with and without Myr) in a live FNM environment. Only then will I truly see which works best against our playgroup.

I updated the list. How does it look?
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