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[Deck] Shallow Grave TPS
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Topic: [Deck] Shallow Grave TPS (Read 1711 times)
Lurker101
Basic User
Posts: 547
[Deck] Shallow Grave TPS
«
on:
January 24, 2009, 04:19:00 pm »
This is a deck I made that exploits the shallow grave + Magus of the Jar combo that
Harlequin
came up with in another thread. This is a storm deck though.
//Lands: 20
4 Underground Sea
5 Swamp
5 Island
3 Polluted Delta
3 Gemstone Mine
//Creatures: 4
4 Magus of the jar
//Spells: 36
1 Yawgmoth's will
1 Time Walk
1 Mox Sapphire
1 Mox Jet
1 Black Lotus
1 Entomb
4 Shallow Grave
1 LED
4 Pact of Negation
2 Thoughtseize
1 Demonic Tutor
1 Vampiric Tutor
1 Ancestral Recall
2 Corpse Dance
1 Fastbond
1 Orim's Chant
4 Dark Ritual
1 Mana Crypt
1 Mox Emerald
2 Hurkyl's Recall
1 Tendrils of Agony
1 Timetwister
2 Careful Study
Basically you want to load your yard with at least one Magus then you should be able to play repeat Shallow Graves and Corpse Dances to draw through almost your entire deck and storm up to at least 10 and then play Tendrils. Magus does not get removed from the game at end of turn due to the fact that the Magus is never in play at end of turn. Also LED lets you drop your worst hand for 3 mana and works really well in this deck. Fastbond helps empty out land heavy hands to to generate more mana if needed and hurkyl's is in there to up the storm count by bouncing all your 0 mana artifacts back to your hand and replaying them thereby resetting them untapped for more mana as well.
«
Last Edit: January 28, 2009, 05:06:22 pm by Lurker101
»
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timp
Basic User
Posts: 50
Re: [Deck] Shallow Grave TPS
«
Reply #1 on:
January 24, 2009, 06:02:30 pm »
what turn does this go off on
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Lurker101
Basic User
Posts: 547
Re: [Deck] Shallow Grave TPS
«
Reply #2 on:
January 24, 2009, 07:46:19 pm »
Quote from: timp on January 24, 2009, 06:02:30 pm
what turn does this go off on
Usually turn two or three.
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nineisnoone
Full Members
Basic User
Posts: 902
The Laughing Magician
Re: [Deck] Shallow Grave TPS
«
Reply #3 on:
January 24, 2009, 08:23:24 pm »
I'm sorry, maybe I'm just missing it. But how do you get Magus of the Jar into your graveyard?
Interesting. Reminds me of a mixture of TPS and Worldgorger Dragon.
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I laugh a great deal because I like to laugh, but everything I say is deadly serious.
John Jones
Basic User
Posts: 223
Re: [Deck] Shallow Grave TPS
«
Reply #4 on:
January 25, 2009, 10:04:04 am »
I think this deck needs careful study.
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Team You Just Lost
Prodigal_Sorceress
Basic User
Posts: 23
Burning my way through the meta since Ravnica.
Re: [Deck] Shallow Grave TPS
«
Reply #5 on:
January 25, 2009, 04:25:52 pm »
Very interesting concept, but the way I see it, you only really have 4 cards that can get the Magus in your grave (other than discarding at EOT). These are Thoughtseize, LED, and Entomb. I would agree with John, and add at least 1-2 Careful Study to this deck. Otherwise, looks like a blast to play. That'll tear through your deck really fast. The only other problem is vs a control matchup, where you are possibly allowing them to tear through their libraries just as fast, increasing the chances of a Trickbind / Stifle / other combo-stopping spells. (Orim's chant comes to mind). I would suggest running chant in your main, just so you can prevent this from happening.
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getcombowned
Basic User
Posts: 13
Re: [Deck] Shallow Grave TPS
«
Reply #6 on:
January 25, 2009, 05:37:00 pm »
What if you draw tendrils?
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mise 'miz v 1: to win when you don't deserve to 2: to top-deck the "tings" you need 3: to be rewarded by an opponent's bad luck 4: to coin a phrase that spreads through the tournament scene like wildfire 5: to fling a monkey
Lurker101
Basic User
Posts: 547
Re: [Deck] Shallow Grave TPS
«
Reply #7 on:
January 25, 2009, 05:51:46 pm »
Cut two Body Double for two Careful Study and cut 1 Cabal Ritual for 1 Orim's Chant, then cut 2 bayou and 1 polluted delta for 3 Gemstone Mine. I haven't tested the new build yet but will update this when I get some results. Also if you draw Tendrils too early, you just play it once you get down to whichever hand it's sitting in.
EDIT: I also added in Pact to replace force of Will because when going off you don't always have a card tp pitch, especially going through several hands.
«
Last Edit: January 28, 2009, 05:07:56 pm by Lurker101
»
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