Shield Trigger decks-Knives101
Well, this was originally meant to be
a reply to a thread in dmrealms. But this little reply eventually became a nice
little article. I figured it would have a better place on pojo.com than in some
random thread on dmrealms. Now don't expect me to start writing tons of articles
like Cecillbill, and Scott. I just thought people might like reading this.
Anyway enjoy!
There's a lot of things to consider when building a
shield trigger deck these days. Hopefully this article will help you make a good
ST deck.
ST's won't do you much good if they don't kill a creature
or two. You can have your brain serums, spiral gates, dimension gates, crystal
memories, dark reversals, and ghost touches for free. Doesn't matter to me. I've
still got my double breaker in play, and you're still scrambling to defend
against it. ST's that kill creatures give you extra life. A Terror Pit shield
trigger is like two or three shield triggers, because it takes one hit and kills
one monster. The amount of life given depends on whether or not you kill a
double breaker. Oh and opponents will be much less inclined to attack your
shields if they fear the punishment to come. Powerful shield triggers like Burst
Shot, Tornado Flames, Natural Snare, Mana Nexus, Holy Awe, and Terror Pit are
good for keeping your opponents' creatures out of the battle zone.
Getting a card for free doesn't
mean much if it costs little mana. Spiral Gate, Dark Reversal, Ghost Touch,
Dimension Gate, etc. The whole point of getting a card as a shield trigger is to
use something expensive for free. Really expensive cards can only be used about
once per turn. Using expensive cards takes both time and mana. They take mana
because of their high cost. They take time, because you have to spend your whole
turn to cast them. You can't cast too many things along with them unless you
have a lot of mana. Getting these cards for free saves both time and mana. Thus
freeing up your time and mana for different plays. Playing a few cards during
your turn, and then getting a few cards for free as shield triggers can help you
to outpace your opponent. Outpacing your opponent is called tempo. Undoing what
your opponent just did for less mana, or cards in hand than what he spent to do
it is tempo. (Example: Your opponent spent two cards in his hand and eight mana
to get his evolution into play. The evo bait costed him two mana, and the
evolution costed him six mana. Now you turn around and kill that evolution with
a free shield trigger. You just undid his eight mana/two card play, with a zero
mana/one card play.) Getting expensive shield triggers for free makes for good
tempo.
The most important problem with ST decks is that they tend to
have few creatures. You can't win the game without creatures. You need at least
sixteen non-evolution creatures. Otherwise a removal heavy deck will just keep
your creatures off the field. It is possible to substitute a cheap searcher for
a creature in deckbuilding. For instance you can count Dark Reversal as a
creature since it recovers a creature from the grave.
Another problem
with ST decks is that they tend not to use blockers. No blockers means that
people have free range on your shields. And you will often find yourself wasting
a Terror Pit on D.F.B.C. just to stay alive. When people have a direct route to
your shield zone they will opt to attack your shields. They don't care because
hitting a ST and losing a creature is better than hitting a blocker and losing a
creature. Anyway without blockers you will find yourself playing defensively ala
Steel Smasher style. With blockers you have the option of stopping their
D.F.B.C. with a blocker instead of killing it with a shield. Blockers also stop
your opponent from dropping an evolution to attack you directly for the win.
Someone once said that Mana Nexus will be mana'd in the hopes of getting
a Nexus Chain. This brings up another issue of ST decks considering the use of
Mana Nexus. A lot of times people will throw something into the mana zone hoping
to combo it off of a Nexus. When Nexus doesn't wind up in their shield zone,
then they just wasted a good card. One way of getting around this problem is
adding some "mana from the top of your deck" effects. A few cards do this, but
Bronze Arm Tribe, and Fighter Dual Fang are the best of them. When you've
already got plenty of shield triggers in your mana zone (via Tribe/FDF), then
you're much more inclined to hard cast that Terror Pit that you just drew.
Another way to get around this is to have a way to recover your spells from the
mana zone incase a Nexus isn't present in the shield zone. Boomerang Comet,
Logic Sphere, Shtra, Lena Vizier of Brilliance, Bone Piercer, Sniper Mosquito,
Flood Valve, and Syforce Aurora Elemental can all get the job done. I prefer the
low cost creatures myself. Course all the others are good too depending on what
deck you build. Anyway let's say you have a Mana Nexus and a Terror Pit in your
shield zone. None of your shields are Mana Nexus. So you recover a Nexus from
your mana zone, and cast it to place Terror Pit into the shield zone. Now you
won't regret dropping those good cards into your mana zone, because it paid off
after all.
I see a lot of people these days throwing shield triggers
into their decks simply to play from the shield zone. This is a good strategy,
but it can only be really useful when you have a lot of shield triggers in your
deck. Throwing just four shield triggers into your deck and then expecting them
to go off every game is not too wise. If you only have four ST's in your deck
then the chances of getting a random ST into your five shields is once every two
games on average. Four cards out of a forty card deck is one out of every ten
cards. So on average every time you pick ten cards up from your deck you should
run into one of your four shield trigger cards. And on average everytime you
play your five shields you should see a ST once every two games. A lot of so
called ST manipulation decks contain only eight shield triggers. This puts about
one shield trigger into their shield zone for each game. However if you run
sixteen shield triggers in your deck then you will get about two shield triggers
per game (without having to place shields yourself). Now add shield placement
and you're going to cause your opponent to hit about four really nasty shield
triggers per game. Sounds fun huh?
There are three different cards that
place shields into your shield zone. They are Emeral, Mana Nexus, and Sundrop
Armor. Sundrop Armor saps your hand too much. Spending two cards and four mana
just to get another shield trigger into your shield zone is not cost effective.
You might as well have played two blockers for four mana. Anyway that leaves
Emeral and Mana Nexus. Now unless you are going to run a water/nature deck you
probably won't be using both Emeral and Nexus in the same deck. So how do you
build a deck around just four cards? Well, like I said before, you add extra
shield triggers into your deck so that you will get shield triggers without
placement. Another thing to do is add something that will increase your chances
of getting your shield placement card into your hand. Adding draw power is one
way of doing it. The more cards you draw the more likely you are to draw your
shield placement card. You can also fetch shield placement cards from the grave
or Mana zone. Phal Eega can recover Nexus from the graveyard, and Dark Reversal
is very good for grabbing Emeral. I've already listed all the cards that recover
cards from the mana zone. There's quite a few to choose from. You can also
search your deck for a shield placement card and put it into your hand. Cards
that do this are... Crystal Memory, Logic Cube, Dimension Gate, Rumbling
Terahorn, and quite a few others.
The last thing to keep in mind about
making a ST deck... It's usually a good idea to use Nature as one of your civs.
Not only does it have killer shield manipulation in the form of Mana Nexus, and
Natural Snare, but it has mana gain to offset your high mana curve. Most ST
decks have a really high mana curve thanks to all the costly shield triggers.
Sure you want those high cost Shield Triggers to become your mana base, or wind
up as shields, but eventually you will need to hard cast them. Or you will be
forced into hard casting them. (Hard Cast = pay their mana cost and use them
from the hand instead of as a Shield Trigger.) Without Nature's mana gain you
will only be able to hard cast one six mana spell and nothing more. With
Nature's mana gain you will be able to hard cast a six mana spell and then play
another card for three mana. It makes for good tempo. Nature's mana gain can
easily be turned into hand advantage via cards that send mana back into your
hand. Sending a mana back into your hand is a very nice effect when you have
mana gain. A lot of times you will have six to eight mana. There's bound to be a
something helpful in your mana zone when you have so much mana.
Anyway I
hope this helps everyone build a good shield trigger deck. You can find my
shield trigger deck below this article. It's a Dark/Nature deck that I've named
"Ten Snares of the Jungle." There's no tin cards in it yet, because this deck is
mostly for fun.
x4 Natural Snare
x4 Mana Nexus
x4 Dark Reversal
x4 Terror Pit
x4 Death Smoke
x4 Bone Piercer
x4 Bloody
Squito
x4 Bronze Arm Tribe
x4 Burning Mane
x4 Fighter Dual Fang