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Apprentice
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« on: January 22, 2005, 10:11:18 am » |
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This is a casual deck that I play with my friends. It has alot of synergy with itself, and some of the weird card choces work out due to the other cards in the deck. It started off as a Burning Bridges type deck, but I just took out red to add blue. The first Kill tech was good ol' Kaervek's Torch, but now I am using substandard beats.
This deck is casual because I don't have the cards to turn it insto something tournament worthy. I will try to make it as good as possible with the cards that I have, though, so suggest everything.
FIRST INCARNATION:
Lands (17):
7 Mountain 2 Urza's Mine 2 Urza's Powerplant 2 Urza's Tower 2 Forgotten Cave 1 Ancient Tomb R Strip Mine
Mana Artifacts (15):
4 Helm of Awakening 2 Sisay's Ring 3 Thran Dynamo 2 Basalt Monolith 1 Metal Worker R Sol Ring R Grim Monolith R Mana Vault R Lotus Petal
The Tech (18):
4 Ensnaring Bridge 4 Smokestack 1 Snakebasket 1 Grafted Skullcap 1 Sands of Time 1 Defense Grid 1 Null Brooch 1 Planar Portal 1 Kyren Archive R Voltaic Key R Black Vise R Memory Jar R Wheel of Fortune
The Kill (3): 4 Kaervek's Torch 2 Ghitu Fire 1 Aladdin's Ring
As you can see the deck is full of jank and substandard cards. I decided to try and make it more broken by removing red alltogether. Blue was added.
Some notes on original deckist:
I do have Tinker, no Academy, no Welders (believe me that if I did they would be in here already), 4 Wasteland, 1 Juggy, 1 Trike, 2 Mastiwhore :p (although I don't really see how creatures will do well with 4 Bridges). 4 of each Urza's Lands is what I originally had but my playtester insisted on cutting 2 of each, but I think he was wrong. 4 of each are going in. No more Ancient Tomb or City of Traitors, no Mana Crypt, I do have many Worn Powerstones but I do think that Sisays Ring is better in this case due to the Helms. 1 Junk Diver, 1 Karn. No Covetous Dragon, sadly...
NEW DECKLIST:
Lands (20):
6 Island 4 Urza's Mine 4 Urza's Powerplant 4 Urza's Tower 1 Ancient Tomb R Strip Mine
Mana Artifacts (15):
4 Helm of Awakening 2 Sisay's Ring 3 Thran Dynamo 1 Basalt Monolith 1 Metal Worker R Sol Ring R Grim Monolith R Mana Vault R Lotus Petal
The Tech (18):
4 Ensnaring Bridge 1 Snakebasket 1 Grafted Skullcap 1 Sands of Time 1 Null Brooch 1 Planar Portal R Voltaic Key R Memory Jar
The Beats (8):
1 Karn 1 Juggernaut 2 Masticore 2 Triskelion 2 Extruder
Blue (5):
R Tinker R Brain Geyser R Stroke of Genious 2 Propaganda
This is 59 total. I know this deck can get better so give me some suggestions.
Card explainations (some need it):
Helms are used as fuel. Play them when you draw them and try to gold fish your hand. They use a big draw spell to wash rinse and repeat. Helm is good with the mana artifacts and Bridge, and the fatties, too.
Bridge + Fatties: I can usually manipulate the board so I don't end up screwing myself. I may draw cards for my turn and then play them all after I attack. Or I can animate the Bridges with Karn. Or I can sact the Bridges to Extruder for the win. The bridge is there to curb initial waves of creatures and then to mantain board control in late game.
Sub-par creature picks: I only have 2 'Cores, 1 Juggy, 1 Karn, 2 Trikes and no other good beats. I have to substitute with Extruder.
Do you think I should run 2 Trikes with no Welder? They are good utility and can beat, but there may be a better solution becauase they are weakened by the inability to recur.
Thanks.
-Apprentice
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