TheManaDrain.com
September 04, 2025, 09:18:29 am *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: [1]
  Print  
Author Topic: [Multiplayer] Dromar 3cc/Keeper  (Read 2948 times)
Ufactor
Basic User
**
Posts: 277


Current Free Agent


View Profile
« on: December 30, 2011, 10:25:46 pm »

Within the last month or so, I cut colors from my "Keeper" list, and found it to be a complete improvement.  Red and green didn't add anything to the deck that was completely necessary - yes, they add some cute tricks and some convenient solutions, but nothing that you cannot live without.  Using only three colors simplifies the mana base tremendously.  Esper generals, card for card, for control purposes, are all mostly better than the WUBGR ones (Yes, Sliver Overlord, Horde of Notions, and even Progenitus are all amazing as long as you're playing decks that focus on creatures :/ ).  Child of Alara was "rough" as a general because you often destroyed your own permanents while attempting to stabilize and/or people would get smart enough to play around him/her/it (Dromar is much harder for my opponents to avoid, and much easier for me to take advantage of.  I found that all my games at aggro-heavy tables were better dealt with by Moat, Abyss, Akroma's Vengeance and Evacuation, anyway).  Finally, you get better access to spells that contain double and triple non-blue mana in their casting costs (i.e., Twilight Shepherd, Vindicate).

Other Benefits Include...

More blue cards - adding just a few more of these has greatly enhanced the ability to alterna-cast Force of Will, Misdirection and Commandeer.

Colorless lands - simplifying the mana base has given me a few more utility slots for things like Prahv and Thawing Glaciers (AWESOME!).

Before I present a decklist, please keep responses on topic!  I'm certain someone will be tempted to reply, "Just play Zur/Sharuum cuz they is borkon derf".  Unless it pertains to an esper control deck, let it go.




TEMPORARY LIST





0.   Dromar, the Banisher
1.   Consecrated Sphinx
2.   Emeria Angel
3.   Glen Elendra Archmage
4.   Kozilek, Butcher of Truth
5.   Meloku the Clouded Mirror
6.   Platinum Angel
7.   Sun Titan
8.   Teferi, Mage of Zhalfir
9.   Tidespout Tyrant
10.   Twilight Shepherd
11.   Ulamog, the Infinite Gyre

12.   Banishing Decree
13.   Vindicate
14.   Impulse
15.   Ponder
16.   Sunblast Angel EDIT: Skeletal Scrying
17.   Plaguebearer
18.   Mind Stone

19.   Commandeer
20.   Counterspell
21.   Cryptic Command
22.   Forbid
23.   Force of Will
24.   Mana Drain
25.   Mindbreak Trap
26.   Miscalculation
27.   Misdirection
28.   Stifle

29.   Akroma’s Vengeance
30.   Brainstorm
31.   Compulsion
32.   Crucible of Worlds
33.   Cunning Wish
34.   Deep Analysis
35.   Demonic Tutor
36.   Fact or Fiction
37.   Future Sight
38.   Imperial Seal
39.   Jace, the Mind Sculptor
40.   Lim-Dul’s Vault
41.   Mind Twist
42.   Moat
43.   Mystic Remora
44.   Mystical Tutor
45.   Nihil Spellbomb
46.   Pithing Needle
47.   Recall
48.   Rhystic Study
49.   Sensei’s Divining Top
50.   The Abyss
51.   Time Stretch
52.   Timetwister
53.   Tormod’s Crypt
54.   Vampiric Tutor
55.   Yawgmoth’s Will

56.   Coalition Relic
57.   Everflowing Chalice
58.   Gilded Lotus
59.   Mana Crypt
60.   Mana Vault
61.   Sol Ring
62.   Cabal Coffers
63.   Prahv, Spires of Order
64.   Strip Mine
65.   Thawing Glaciers
66.   Tolaria West
67.   Urborg, Tomb of Yawgmoth
68.   Vesuva
69.   Wasteland
70.   Arcane Sanctum
71.   Bad River
72.   Command Tower
73.   Flood Plains
74.   Flooded Strand
75.   Godless Shrine
76.   Halimar Depths
77.   Hallowed Fountain
78.   Island EDIT: Boseiju, Who Shelters All
79.   Island
80.   Island
81.   Island
82.   Island
83.   Island
84.   Island
85.   Island
86.   Island
87.   Lonely Sandbar
88.   Marsh Flats
89.   Plains
90.   Plains
91.   Polluted Delta
92.   Reflecting Pool
93.   Remote Isle
94.   Scrubland
95.   Swamp
96.   Tundra
97.   Underground Sea
98.   Vivid Creek
99.   Watery Grave

SB: Beacon of Immortality
SB: Enlightened Tutor
SB: Evacuation
SB: Stroke of Genius
SB: Swords to Plowshares
SB: Wipe Away
SB: Instant
SB: Instant
SB: Instant
SB: Instant




...to be continued.
Logged

Religion is like a penis.  It's fine to have one.  It's fine to be proud of it.  But, please don't whip it out in public and start waving it around ...and please don't shove it down my children's throats.

Team TMD - If you feel that team secrecy is bad for Vintage put this in your signature
Ruboonia
Basic User
**
Posts: 83


Duck Online Tournament #1 Champion


View Profile
« Reply #1 on: January 04, 2012, 02:46:37 pm »

First of all, great deck. I'm interested in putting together a U/W/B EDH control deck, too. How often are you actually casting and abusing Dromar? Any reason you aren't playing Wrath effects? Would you mind explaining some of the less-obvious choices (from the standpoint of a vintage player)? I am new to the format and have only played competitive magic in the past. I do see the Imperial Seal, so the answer is probably no, but are you missing any cards for monetary reasons, only?

It would be awesome to get your input on some of the intricacies of the deck so I can go ahead with putting together my own list.
Logged
Ufactor
Basic User
**
Posts: 277


Current Free Agent


View Profile
« Reply #2 on: January 04, 2012, 05:04:22 pm »

Great questions!  I hope to answer them as correctly as possible.  I'm not an EDH expert, and I'm certainly not the authority on applying Vintage skills to the format (I'm always hoping that some of the adepts, like Soly or Shay, would chime in more often).

I've been playing EDH for a little over a year, and the groups that I play in can be very competitive - to what some other players might consider douchy, and can be very infested by Islands (..Riku, ..Jhoira, ..Sharuum).  It is for this reason that my initial deck did not include many Wrath effects.  Outside of Akroma's Vengeance, Austere Command, Decree of Pain, and possibly Sunblast Angel, boardwipes are dead against other blue decks in general, and combo decks specifically.  This is the hardest part of the deck - finding the right mix of removal, card draw, counters, and situational answers.

Dromar does more work than Merieke, and is more specific to the deck's purpose than something like Sen Triplets.  If you want to use something else, it's certainly not written in stone.

Consecrated Sphinx - this deck likes to draw cards. Sphinx is arguably the best way to do it!

Emeria Angel, Meloku and Platinum Angel, in addition to being really strong creatures, they all get around both Moat and Abyss.

Tidespout Tyrant is for the well-known infinite mana combo.

Twilight Shepherd is absolutely BUSTED. It was originally intended to thwart boardwipes (Jokulhaups, Obliterate), but can give you a x-for-1 with your own permanents. Also with Child of Alara, it makes people cry.

Akroma's Vengeance is the Balance of the format.

Brainstorm is just as amazing here as it is in Vintage.  Other cantrips, however, are generally flimsy and can often get replaced with real card drawing.

Future Sight is part of another widely-played combo.

JTMS has been inconsistient.  People will attack him more over any other planeswalker, so use him in conjunction with Moat, Akroma's Vengeance, or token makers.

Mystic Remora is good to set up right before a counter war.

Nihil Spellbomb and Tormod's Crypt are there specifically because of Reanimator-Child.

Thawing Glaciers - I can't say this enough.  This is one of my favorite cards in the deck and the biggest improvement over the previous version.  You can mulligan sooo aggressively if you have this, or a turn-one tutor in your hand!!


EDIT: ...Speaking of mulliganning aggressively, ideally, you want to keep a hand of land (obviously), one board wipe (remember that Moat and Abyss often count), one card drawer, or one tutor acting as one of these.  Don't be afraid to go down to four cards or less if you have cards that will allow you to recover at some later point in time.  You'll draw into counters and creatures reliably enough, as the game progresses.  Ship late-game cards, like Eldrazi and Time Stretch, to the bottom of the deck.  The rest of the game depends on your ability to identify what everyone else is playing, determining who's going to mess with you first, and knowing "Who's the Beatdown".
« Last Edit: January 04, 2012, 05:17:07 pm by Ufactor » Logged

Religion is like a penis.  It's fine to have one.  It's fine to be proud of it.  But, please don't whip it out in public and start waving it around ...and please don't shove it down my children's throats.

Team TMD - If you feel that team secrecy is bad for Vintage put this in your signature
Ufactor
Basic User
**
Posts: 277


Current Free Agent


View Profile
« Reply #3 on: January 17, 2012, 01:40:59 pm »

Thanks Dark Ascension!
Logged

Religion is like a penis.  It's fine to have one.  It's fine to be proud of it.  But, please don't whip it out in public and start waving it around ...and please don't shove it down my children's throats.

Team TMD - If you feel that team secrecy is bad for Vintage put this in your signature
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.049 seconds with 20 queries.