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Author Topic: My blue aggro  (Read 1116 times)
asmoranomardicodais
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« on: April 24, 2005, 05:30:34 pm »

So, here's the blue aggro I created a while back, and the posting of a good blue aggro has inspired me to ask for advice on mine. My deck focuses on getting all the cards out of my hand, and using big blue creatures that help with that. It's name is Karate, because Karate means "Empty hand"

Creatures (20):

4x Thought Nibbler
4x Thought Eater
3x Thought Devourer
3x Serendib Efreet
1x Wormfang Behemoth
3x Veiled Crocodile
2x Imaginary Pet

Other Stuff (16):

3x Volrath's Curse
4x Unstable Mutation
4x Psychic Vortex
4x Gustha's Scepter
1x Lion's Eye Diamond
1x Sol Ring
1x Mox diamond

Land (22):

22x Island


As I said, the scepters and thought eaters get cards out of my hand, so my crocodiles become creatures and my pets stay in play.

Once I have six lands, I can drop a vortex to start drawing my entire deck.

I might add Psionic Blasts, since even though I don't have any, they's be very good for creature control.

What do you think, and what can I improve?
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CCClark
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« Reply #1 on: April 25, 2005, 12:55:28 am »

Well, you have one prob.  You're going in two different directions.   Someone once told me that you need to be able to say what your deck does in one sentence or you need tuning.   Your deck says I beat down with beefy stuff that doesn't cost much, I also try to draw cards later w the psychic thing.   

 It's aggro and has card drawers at the same time.   Aggro control is one thing, but this leans more to the beats side of things.   I would ditch the psychic vortex as it really doesn't do much other than limit your land.   

I'm not real sure of the point of the sceptre either.    You'll have to enlighten me on that.  You mention it helps get your hand down, well might as well use something that messes up the other guy too.  Try splashing black for Bottomless pit or something.   The scepter just doesn't do much by itself.   I can't stand cards that I draw with an empty hand and say "well, i could have drawn something better here".   Plus, it doesn't keep up a parity at all.  If a card doesn't kill something, or somehow take another card from the other guy, it's probably not worth using.   I don't think I would bother using up a disenchant on one of those.     

Also, you seem to be playing in Type 1 which is a tad rougher than 1.5.   Sol ring was a givaway.   Type 1 has some really nasty stuff you have to deal with.  Balance being a real oucher.  If you are going type 1 I would add the broken stuff if you have it.   Excluding the power stuff (since most don't have it), I would bother with Black vise and Strip mine at the very least.    Restricted crap for the win!

+1 serindib.  He was broken back in the day, might as well show people why. 

Force of Will - You have blue,  nuff said  It's too good not to have

Fetchlands - Flooded strand + Polluted mire  Who cares if you aren't going for duals.  It kills a dead draw later in exchange for a point of damage.  Fair trade in my book.   I wish my deck could handle more.    I would actually go up to 6 or so in this. 

Metagame slots -   I have no clue what is in your area, but if a single card like Humility says "I lose" on it, ya gotta include stuff for it.  Nothing is worse than a guy who plays something like that and you have to scoop automatically. 

So all in all, I would probably do something along these lines.

12 Islands
3 Wasteland or Mishra's factory  (too good not to use) 
1 Strip mine
6 Fetchlands - I personally think everyone should own these.  They needed to be commons.
Sapphire Meddalion - I kept in mind you don't have the expensive stuff so this is nice for cutting the mana down a lil
Black Vise
Sol ring
2 Wonders  (you are cutting your hand, might as well make them ALL fly)

3 Cursed Scroll - You don't have much to do on the first turn so this gives you something to do.  Plus, we're going for beats here and the rest of the deck limits your hand so why not give it a reason to.  If you don't own these, try Energy flux.  If you don't have artifacts, no one else should. 

4 Force of Will - a must if you're playing type 1

Brainstorm - This + fetchlands = a decent engine by itself

Fill in the rest with the dudes.   



Definite cut items and why:

Lion's eye diamond - it just doesn't have much synergy with anything.  There's not much you can use it for that would make for an amazing play. 

Wormfang Behemoth - He's big, he's beefy, he's also big time casting cost.  5 mana better damned near win you the game and he just doesn't do that.   Just not quick enough.  Aggro has to be fast. 

Unstable Mutation - It's not all that great since all the creatures are already pretty large.  It's going to sit in your hand for a while.   


I am one of those people who likes to find the metagame gap in everything and exploit it.   It really depends on what everyone else is playing to determine how well your deck will do.   Anyway, I hope that helps a lil bit. 

The deck I posted was a freak of nature of how it ever worked at all.  I never said it was good, people just never had to deal with something like it and that's how I did so well.  They'll figure out Chalice destroys it eventually.  lol

Good luck with yours! 

Tell me what you play against and I can help a lot more. 



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JamesPr
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« Reply #2 on: April 26, 2005, 07:01:39 pm »

These are what I would find room for, because they fit in perfectly with the strategy of your deck.

Stuff you should put in the deck in a heartbeat
4x Cunning (Basically an incinerate if your flier is unblocked)
4x Brainstorm (What CCClark mentioned, too good not to pass up)
3x Daze (Great in blue weenie decks)
4x Flying Men (A 1/1 flying one U beatstick.)
4x Cloud of Faeries (a free 1/1 flying creature is some good.)
4x Curiosity (Just too good to pass up, especially with a bunch of fliers)
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