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BMoor's Magic The
Gathering
Deck Garage
Hello,
I
have
been
trying
to
make
a
strong
orzhov
deck
for
fnm
with
moderate
success.
I
have
tried
some
different
combinations
but
the
only
thing
I
have
seen
that
is
real
effective
is
weenie/discard.
I
want
to
keep
my
angels
in
but
its
seems
freakin
impossible
to
get
them
out
especially
against
blue.
This
is
what
it
looks
like
at
the
moment.
8
plains
9
swamp
1
godless
shrine(working
on
more
$$$)
4
orzhov
basilica
4
angels
of
despair
2
ghost
council
4
souls
of
the
faultless
4
blind
hunter
4
agents
of
masks
4
hissing
miasma
2
debtor's
knell
4
mortify
4
pillory
of
the
sleepless
4
faith's
fetters
2
castigate
I've tried to slow the game down with cards like miasma and souls of the faultless but its still very susceptible to counters. Right now I'm feeling like I just don't get it. PLEASE HELP!
The deck seems good so far, but it could use a few tweaks. First of all, if you want to fight a counter strategy, you should include some more discard spells or other cards to frustrate counterspells. Second of all, the deck as a whole could be made faster. These two elements are the twin pillars of defeating a counter-control strategy. As such, you will need to implement them, as well as be able to defend against them since your deck is also a control deck.
First,
to
speed
up
the
deck.
You
have
4
Agent
of
Masks
currently;
I
think
2 of
them
should
become
Orzhov
Guildmage.
The
Guildmage
is
much
easier
to
cast
and
is a
good
turn-two
play,
since
it
can
attack
into
most
turn-two
creatures
and
at
least
trade.
By
the
time
the
Agent
hits
play,
your
opponent
will
have
bigger
creatures
out
and
the
Agent
will
be
useless
in
combat.
It's
essentially
an
enchantment.
But
leave
two
Agents
in,
because
they
have
an
advantage
over
the
Guildmage
in
that
the
Guildmage
needs
9
mana
every
turn
to
do
what
the
Agent
does
for
free.
The
Guildmage's
abilities
are
great
late
game
when
you're
sitting
on
plenty
of
mana,
or
just
don't
have
any
cards
to
play,
but
the
Agent
is
still
worth
two
slots.
Next,
drop
two
Angels
of
Despair.
Now,
to
give
you
a
little
anti-counter
tech.
My
first
impulse
was
lots
of
discard
spells,
but
that
would
mean
taking
out
a
lot
of
your
creature
removal.
So I
looked
through
Gatherer
and
found
just
the
card
you
need:
Uba
Mask.
With
Uba
Mask,
players
can
only
play
cards
they
drew
this
turn.
Which
means
if
your
opponent
wants
to
counter
a
spell
you
play
on
your
own
turn,
she’ll
have
to
draw
the
counter
on
your
turn.
And
she
can’t
do
it
by
playing
a
card
draw
spell,
unless
she
drew
it
this
turn.
Get
it?
Pretty
much
all
instants
are
severely
hurt
by
Uba
Mask,
and
your
only
instant
is
Mortify,
which
you
can
still
play
on
your
turn
(unlike
a
counter
that
needs
a
spell
on
the
stack
to
be
of
any
use.)
Best
of
all,
most
counter
decks
feature
spells
like
Boomerang
as
their
main
source
of
dealing
with
creatures
already
resolved.
But
that
puts
the
card
back
in
your
hand,
where
Uba
Mask
won’t
find
it
and
you
can
replay
it
whenever
you
want.
Replace
Hissing
Miasma
with
4
Uba
Mask—the
Miasma
won’t
be
much
help
on
top
of
Mortify,
Pillory,
Fetters,
Souls
of
the
Faultless,
plus
all
the
“bleeder”
effects
gaining
you
life.
That
should
just
about
do
it.
Keep
in
mind,
your
stall
tactics
and
slow
bleeding
are
powerful,
but
you
still
need
to
take
the
initiative
sometimes
and
attack
when
possible.
If
you
get
out
an
Angel,
you
should
beable
to
kill
anything
that
stands
in
its
way.
Otherwise,
Blind
Hunter
can
usually
get
in
for
about
6 or
8
points
each
before
dying,
and
Ghost
Council
can
swing
for
4
and
use
its
ability
to
dodge
nasty
blocks
or
removal,
or
even
just
come
back
into
play
untapped
so
it
can
attack
and
block
(and
drain
a
point
of
life
on
the
way
back
in
of
course).
I’ve
done
all
I
can
do,
the
rest
is
up
to
you
and
your
skill
as a
player.
Good
luck!
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