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Xenophon
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« on: April 02, 2004, 09:21:55 pm » |
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This deck is the end result of cumulative building. My first ever deck was mono-blue control, a cheap, crappy one, and over the years I've modified it to this eventuality without ever actually sitting down and really working on it. Now I want to do that and would like your suggestions on a way to modify this. I'm on a budget, so anything above morphling pricewise is out. In the decklist I have, I haven't deviated too far from the cards I've always been playing in it. Part of this is because I would like to hear good suggestions before constructing something that's unfamiliar to me. Here's the decklist as it stands:
Land 16 Island 3 Faerie Conclave
Counters 4 Counterspell 4 Force of Will 4 Mana Leak 4 Dissipate 2 Power Sink 2 Rebound
Draw/Search 4 Brainstorm 1 Windfall 1 Fact or Fiction 2 Merchant Scroll 1 Mystical Tutor
Kill 2 Palinchron 2 Morphling
Other 2 Ivory Tower 2 Powder Keg 2 Nevinyrral's Disk 1 Feldon's Cane
I played around with starting hands to try and generate an optimum number of lands per starting hand, and here I normally get 2 lands per starting hand. Should I knock off some islands to bring that to one? Normally, I can make do with one land, as with an Island and Brainstorm in my hand I can almost guarantee getting another Island or two.
Would it be advisable to add a Strip mine and a Wasteland or two? Any other lands? For now, although Islands are boring, they work fine.
The conclaves are there as a source of damage. While waiting for my kill creatures, I can make the job a lot easier with this card. I think it has a place, although perhaps it should be reduced in numbers.
As I'm running a blue control, counterspells are a no-brainer. Diddo Force of Will and Mana Leak. 20 Counterspells is a lot, but I've been dissapointed with smaller amounts, as my deck is built around using them, and I have few other means of neutralization. After the twelve I mentioned above, I chose Dissipate because of its effectiveness against the decks that utilize graveyards. Power Sink I chose because Rewind had bored me, and Rebound is useful and fun.
Brainstorm needs no explanation. Windfall I added because I often find myself, think 5+ turns in, with and empty or useless hand, and this would give me a way out of that. Mystical Tutor and Merchant Scroll are basically like drawing a counter or draw spell.
Palinchron is in here because it's not bad and I have it on hand. Also, I'm reluctant to spend for more than 2 Morphlings. I hope I don't need to justify the morphlings.
Ivory Tower has saved me several times with this deck. Because this deck doesn't aim to play lots and play it quickly, I often have high numbers of cards in my hand. Laying Tower on turn 1-2 can give me 5-10 extra life, and that can make a big difference in the casual games I've played, as well as in the local tourneys.
The Keg and the Disk are my back-up mechanisms for counterspells. If something gets through my counterspell screen, this is how I deal with it.
The cane is helpful for recycling disks, kegs, and just about everything.
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This deck is strong once it gets set with some lands down, and maybe a couple of artifacts down. It's problem (I think) lies in its early game. Sure, I can Force of Will one, or if I'm really lucky, two spells early on, but that won't stop good decks from being at my throat by the time I'd normally be secure. How can I speed up this deck?
Also, I have some Shivan Reefs and some City of Brass, so I could splash red or black. Would that be worth it? What kind of a reconstruction would it entail?
Thanks guys.
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