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BMoor's Magic The
Gathering
Deck Garage This is a T2 deck I brought to Standards, and while very resilient, fell
Looks
like a
pretty
solid
deck
idea,
Elfy.
Underworld
Dreams
decks
are
always
fun, and
you've
really
used the
Transmute
mechanic
to good
effect
here.
The only
trouble
I see is
that
your
Transmute
cards
Shred
Memory
and
Dimir
Machinations
don't
really
seem to
do
enough
on their
own.
It's not
really a
problem
if
you're
just
using
them for
Transmuting,
but four
copies
of Shred
Memory
in a
deck
with 4
Junktroller
and a
Reito
Lantern
is just
too many
cards
dedicated
to
graveyard
destruction.
So for
the
first
revision,
take out
Shred
Memory.
I know,
it's a
Transmute
spell,
but all
it's
Transmuting
for here
is Last
Gasp and
Reito
Lantern.
Transmute
decks do
well to
focus on
one or
two
converted
mana
costs,
and this
one
isn't
tutoring
up your
key
combo
pieces,
so it
can go.
In its
place,
bring
the
three
Rend
Flesh
from the
sideboard
into the
maindeck.
That'll
give the
Dimir
Machinations
some
more
pull in
the
deck,
and give
you some
more
answers
for
aggresive
creature-heavy
decks.
Though
actually,
Rend
Flesh
migh be
better
off as
Seal of
Doom--
while
Rend
Flesh
and the
Seal
have
different
restrictions
on what
they can
hit,
once
Teferi's
Puzzle
Box hits
the
board,
you
can't
hold on
to Rend
Flesh
and wait
for the
right
time,
you'll
have to
Transmute
for Rend
Flesh or
wait to
draw it
again.
The Seal
you can
play
now, and
have it
sit on
the
board
waiting
for a
creature
to pose
a
threat.
Although,
if you
play a
lot of
Black
decks,
the Seal
might
not be
effective
at all,
so
leaving
the Rend
Flesh in
could
easily
be the
wiser
move.
Either
way,
that
fourth
slot we
can fill
in
later.
More
importantly,
I think
you're
missing
a
serious
area of
potential.
Underworld
Dreams
is
strongest
in a
deck
that can
make its
opponent
draw a
lot of
cards.
Teferi's
Puzzle
Box is
obviously
your
main way
of
making
that
happen,
but
there's
room for
more I'd
say.
That
fourth
slot I
just
mentioned?
Make it
a
Mikokoro,
Center
of the
Sea.
The
extra
draw
will
help
you, as
well as
do a
point of
damage
to the
opponent
and keep
their
hand
size up
for more
Puzzle
Box
pain.
And
those
three
slots in
you
sideboard
should
become
either
Vision
Skeins
or
Skyscribing,
for
similar
reasons.
That
ought to
solve
most, if
not all,
of your
problems.
I had
also
hoped to
add in a
low-cost
creature
to help
you
against
aggressive
decks,
but you
do have
16
creature
removal
spells,
so you
shouldn't
need
it. But
if you
do, the
creature
I was
going to
suggest
was
Lurking
Informant.
It's not
a great
card,
but it
comes
down
quick,
you
don't
usually
mind
chump
blocking
with it,
and in a
deck
that
encourages
its
opponents
to draw
a lot of
cards,
it never
hurts to
have a
look at
what
they're
going to
draw and
possibly
deny
them of
it.
One last
parting
thought:
I don't
care how
many
Junktrollers
you
have,
don't
play
Glimpse
the
Unthinkable
on
yourself.
In 99%
of
cases,
it's not
worth
the
effort,
and as
yousaid,
the
Puzzle
Box
helps
Junktrolled
cards
rise to
the top
quickly.
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