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« on: April 02, 2004, 03:40:37 pm » |
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I would like to start by saying that I have unfortunately not tested this deck nearly as much as I would have liked. I do not live in an area with a good Type 1 scene, nor do I own many of the cards, and what Apprentice/MWS testing I have done has been with players of lacking skill. I am loathe to post such a deck, but if I don't, it will just sit and rot on my computer. (I have also been on Magic hiatus for a bit, so if something like this was already discussed, just close the thread). Without further ado:
//Mana (27) 3 Underground Sea 4 Scrubland 1 Windswept Heath 4 Polluted Delta 4 Dark Ritual 1 Mana Vault 7 SoLoMox 1 Mox Diamond 1 Lotus Petal 1 Chrome Mox //Main (16) 4 Isochron Scepter 4 Orim's Chant 4 Abeyance 4 Rule of Law //Kill (4) 4 Raise the Alarm //Draw, Search, and Protect (13) 4 Duress 4 Cabal Therapy 1 Time Walk 1 Ancestral Recall 1 Demonic Consultation 1 Demonic Tutor 1 Vampiric tutor
The deck works by using a soft lock and finishing the game with Raise the Alarm, either on a Scepter or simply by itself, if the lock is firm enough. Search and redundancy make it fairly simple to set up Isochron Scepter with Orim's Chant or Abeyance on it. Orim's Chant is ideal, although Abeyance will severely limit (some) decks, and is a draw engine on the side. Duress and Cabal Therapy clear the way and can also take out threats before they become such. Cabal Therapy also works well with Raise the Alarm. My experiences with Rule of Law have been overall positive. With so much artifact mana, it can be dropped very quickly, and can be a real pain to deal with. Not only can your opponent no longer cast a draw spell then another spell, but s/he can't even play a mox then a spell. This can buy some time to set up a stronger Chant lock or just win.
[tangent]On a slightly unrelated topic, I was digging through my cards recently and came across Encroach. For any who aren't familiar with it, it is exactly like Duress but can take only non-basic lands. I can see this as a potential game-breaker, if used to pull out a Workshop or stripping a hand of a color that it needs by taking a Dual/Fetch, but the card's usefulness seems like it would take a steep drop unless it's used on the first turn before the opponent has gone. I just thought I'd bring it up, because I don't know whether this card was discussed and shot down, or simply skipped over.[/tangent]
Again, I have been able to test this deck to a satisfactory degree, and I hope that if this catches anyone's fancy, that person could do some testing as well. The list as it is probably contains some glaring errors, so please point them out. I hope that, even if the deck crashes and burns, something good can be salvaged from it.
PS: I am leaving for vacation tomorrow morning and will not be back for a week, so I will check back tonight (EST), but after that I will not be able to respond.
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