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Author Topic: Attempt to make bloodghast/skullclamp work  (Read 1121 times)
silvernail
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« on: September 29, 2009, 12:03:15 am »

I keep seeing people try to fit ghast/clamp into combo and control shells but I feel it fails miserably in such a shell due to needing an opponent to be at 10 life to get ghast working. I'm instead going to throw it into an aggro disruption build and see what I get :

3 Bloodghast
3 Skullclamp
4 Dark Confidant
3 Phyrexian Negator
3 Masticore
4 Dark ritual
4 Duress
1 Time Walk
1 Ancestral Recall
1 Brainstorm
1 Tinker
1 Robot of choice
1 Vampiric Tutor
1 Demonic Tutor
1 Necropotence
1 Yawgmoth's Will
1 Tendrils of Agony
1 Time Vault
1 Voltaic Key
1 Lotus Petal
1 Mox Jet
1 Mox Sapphire
1 Black Lotus
1 Sol Ring
1 Mana Crypt
4 Wasteland
1 Strip Mine
2 Undiscovered Paradise
1 Urborg Tomb of Yawgmoth
1 Island
3 Swamp
4 Underground Sea
4 Polluted Delta

This list has negator and masticore for a clock, with bobs and AR/brainstorm as alternate card draw until you can get ghast/clamp online. Eventually you have the potential to just beat down with guys or pull will/tendrils or vault/key or tinker ->robot. I also think Undiscovered Paradise would be a great addition to the ghast/clamp lists since it is auto landfall to get ghast back after using UP to clamp ghast. You could pull random retarded route by adding in random Fastbond.
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clayparson
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« Reply #1 on: September 29, 2009, 12:53:31 am »

Quote
due to needing an opponent to be at 10 life to get ghast working.

What?

Ghast recurs with landfall regardless of opponents life total.  When you get an opponent to 10 it gets haste.
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Darkenslight
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« Reply #2 on: September 29, 2009, 07:26:50 am »

MY recommendation would be to turn this GBu, and use Seedtime and Tarmo to add to the clock, whilst adding ONLY Time Walk, ARecall, and Selkie, with Jitte.  Your dekc is trying to do too many things at once as it is.
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silvernail
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« Reply #3 on: September 29, 2009, 01:49:43 pm »

ohhh I totally misread ghast, opps.

So it's not as bad as I thought.
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