|
Bill Copes
|
 |
« on: February 03, 2005, 05:36:19 pm » |
|
With the prevelance of workshop decks, combo decks, and control slaver in the meta, aggro decks are pretty much dead in the water. On starcity games, I saw the forum link for Orb of Dreams. It's a pretty strong card, as it has the ability to shut down multiple strategies. When I had a chance to breath at work (graphic designers aren't allowed much oxygen these days) I quickly jotted down a list for a possible deck; just some loose ideas of how to use the card for some serious tempo denial. My goal is to use the orb in a NON-WORKSHOP deck, being that I don't own any, and I wouldn't want to proxy them in a 5-proxy situation.
A Decklist
3 Crucible of Worlds 4 Orb of Dreams
4 Spiketail Hatchling 4 Rashidian Cutpurse 4 River Boa/Wild Mongrel
4 Brainstorm/Standstill 4 Curiosity
2 Stife/ Misdirection 4 Force of Will 4 Mana Leak
4 Elvish Spirit Guide 1 Sol Ring 4 Moxes 4 Wasteland 1 Strip Mine 2 Tropical Island 4 Island 3 Forest
The primary focus of this deck is mana denial. There is some acceleration, by means of moxes and elvish spirit guides. I am using a basic fish skeleton, because I want force of wills and mana denial creatures.
The Rishidian Cutpurse is just an idea to force the opponenet to sacrifice an extra land or threat early on, but may be unnecessary with the Crucible/Waste lock.
What I am unhappy/unsure about is the primary kill condition, being either river boas, or a wild mongrels. At the moment, I can't think of any quick creatures that are more of a threat than those.
With the Orb in play, you will not be able to effectively use fetch lands, so I did not include them in the decklist. The alternative, of course is Land Grant. But I'm not sure if you want your opponent to see your hand if you're holding manaleaks and forces.
It is also difficult to determine whether or not brainstorm or standstill is stronger in it's slot. The advantage of brainstorm is that it's cheaper, but there aren't any shuffle effects in the deck to maximize it's usefulness. With standstill, you gain cards, but you are unable to play any threats after it is down. It may be difficult to cast with a first, or second turn Orb, and a third turn standstill isn't that strong.
Criticism and Suggestions would be swell.
|