jackpot
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« Reply #4 on: August 10, 2005, 10:49:42 pm » |
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Your deck is going to get destroyed by the other T1 deck prevalent in T1 tournaments. You need disruption elements.
Solitary confinement, to me, is one of the most infuriating cards in magic. Just how goo dis this card, really? Small problem is keeping up with discarding a card and not drawing a card for your turn. The other most obvious problem is that it doesn't beat the opponent in and of itself. You also need to build a deck around this card. It is 100% defensive. You can build a control deck and have the usual agenda of killing their guys and countering their stuff, but it occurred to me that building a deck to maximize the limits of the card. It lets you dicard a card each turn for free each turn. This works well w/ reanimation themes. You get to skip your draw step. OK, this really sucks, but what other cards have nasty drawbacks during your drawstep that you can forget about when confinement is in play? Chains of mephistopheles won't effect you with confinement in play, since you skip your draw step already. That would mean al your card drawing is basically shut off too, so that's out. Necropotence is a good fit, but such a defensive card doesn't really fit in a necro deck if you ask me. You could go W/G madness, but that is stupid to not play blue with it and are better off playing U/g madness splash W for confinement, so that's out. Basically, this card is best played in control and that's it. That's the way it's designed. It's just not a spashable card.
This deck is best suited to be U/W control with lots of mass card drawing. Brainstorm, Intuition, AK, ancestral, Fact or fiction, and gifts ungiven. Also there should most definatly be a persuit of knowledge in the deck. Just 1 should do. The win condition would be best served as Eternal dragon. The usual drill; plaincycling for a tundra early game and then later get it back to win. Decree of justice as well. Meddling mage so you can name mana drain or force is a must. Naming anything else is dumb. Goblin decks excluded. I'd prbably name fireblast in that scenario. ANYWAYS...A dismantling blow would be a nice touch. Land tax is obvious. I thought about Genesis, but adding G just for him is silly. Squee works too well with intuition, so 2 would work well. You can also gifts to go grab it. 1 enlightened tutor to go grab the confinement is very good. Skeletal scrying doesn't exactly work well with Squee. Oh well. Ophidian would be very nice in this deck.
Speed is a huge concern here, so the disruption must be there. 4 swords 4 mana drain 4 force of will 3 misdirection 3 chalice of the void should do it.
Her's how I'd do it:
4 Tundra 4 Flodded strand 2 volcanic island 4 plains 4 Island 5 moxes 1 lotus 3 chalice of the void-may be even better as null rod actually, furnace would ruin you. 1 enlightened tutor 2 Squee 1 Eternal Dragon 4 gifts ungiven-get squee either way 1 Fact or fiction 1 intuition-get squee 4 brainstorm 1 forbid-because you can randomly forbid lock opponents with ophidian 1 Pursuit of knowledge-draw lots of cards 1 Ancestral recall 4 mana drain 4 force of will 4 ophidian-totally necessary. You must draw cards 2 swords to plowshares-kill blockers! 3 solitary confinement-it's only good when you get the mass card drawing going.
Ther's probably a better build out there somewhere, but this seems solid to me. A mystical tutor should be in there I think.
The confinement is only good when you are drawing lots of cards. If you are just recurring squee and tossing it, the opponent will just tutor for echoing truth or some bounce spell and then kill you. If you are drawing tons of cards AND recurring squee then you should win. Although your build was very original, it had no disruption. Other decks will just tear it apart with theirs. You basically have to justify yourself as a player when it comes to decks like yours. Do you want to have fun with this highly original deck or do you want to win more consistantly? It sounds like you want to win, so I'd keep the confinement and just build it differently. With more cards that have proven themselves over hundreds of games, it should fare better. How many games have been won with Opal Caryatid? Think about it.
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