asmoranomardicodais
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« on: March 31, 2005, 11:04:51 pm » |
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Used to post here, but my username got erased after I didn't use it for awhile. Anyway, here is my new deck:
Creatures (19):
4 Mystic Snake 3 Krosan Wayfarer 2 Uktabi Oragutan 2 Wall of Blossoms 3 Sakura Tribe Elder 3 Man o' War 2 Gilded Drake
Control (12):
4 Equilibrium 3 Ertai's Meddling 2 Misdirection 3 Temporal Spring
Search (8):
4 Impulse 1 Fact or Fiction 3 Harrow
Land (22):
11 Forest 11 Island
61 Cards
Now, for an explanation on the deck:
As a friend of mine commented, the deck is basically Aluren, but without the Aluren. The combo is Equilibrium plus a number of the creatures, which bounce themselves after the 187 ability is triggered. Gilded drakes become 3 mana buybackable control magics; Mystic Snakes are five mana buyback counterspells. Without drawing the equilibrium, the deck performs decently; once the equilibrium is out, it has a very strong lock on the field. Krosan wayfarers were put in as an alternative to mana elves; if I had birds of paradise, they'd take their spots. As it is, the deck is facing two main problems:
1. It's too slow. Getting out equilibrium 3rd turn and a snake ready fifth is usually just too slow to combat a combo deck. I've added the tribe elders to fetch out a lot of lands so I can eventually cast the snake twice a turn, harrow serves this purpose as well. The wayfarers were an attempt to get an extra land drop and be a cheap boomerang late game, but as a land drop they rarely are helpful. I need to a way to accumulate a lot of land very quickly so I can start countering everything very quickly.
2. Enchantments are a big problem. Besides temporal springing them and then countering them the next turn (eight mana open; ouch!), I have no way to stop a dangerous enchantment. Abyss drops third turn, I lose.
Here have been my thoughts on how to change the deck:
Add 2 Eternal Witnesses: There 187 ability rules. I could grab back temporal spring for a potential lock, or get back ertai's meddling continually. Mainly, what should I drop for these? My thoughts were the orangutans, as much as I love them.
Add 2 soul foundry: Basically, a fifth and sixth equilibrium. If I imprint creatures on it, I can also cast them as a instant, which helps immenssly. Mystic Snake on it counters there spells while I create a snake army. If I add these though, they have awful synergy with the orangutans, so I'd have to drop them again. Also, what would I take out to make room for this?
Add 3 awakening: This way, I can cast all the 187 creatures I want on my turn and have mana open to counter on the opponents turn. This will speed up the deck a lot, but I need to find a slot open for it.
Go up to 4 temporal spring: Probably will take a wayfarer out for this, since the wayfarers are very limited.
Those were the ones I'm pretty sure I going to add. Now for the ones I'm not so sure of:
Sosuke's Summons: This would give me a swarm every time I cast mystic snake, but it uses up a lot of mana, and I don't have a slot open for it. Still, It might be cool
Wordly Tutor: With most of my answers in creature form, I could get whatever I wanted at the time. Is it worth it?
Living Wish: I'd probably do this one if I had the money for some. What would be a good sideboard anyway for living wish if I put it in?
Gaea's Skyfolk: There a good green blue creature, but are they worth it in this deck?
Hunting Grounds: Uncounterable free snakes is cool, but its not worth an extra color and it doesn't work with equilibrium.
And finally, cards I will not add:
Misdirection: too expensive to get another
Survival of the fittest: I hate this card. Enough said.
Any ideas would be appreciated, espcially around the speed issue. Also, what format do you think this'd be strongest in, and do you think that the deck could possibly ever become good enough to compete in a tournament? Probably not, but I'd love it if it were feasible. Anyway, thanks for your time
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