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BMoor's Magic The
Gathering
Deck Garage
Sometimes you have a deck list in mind, and sometimes all you have is a pile of cards with no idea on how to make them work together. Well, as much as I harp on focused strategy, I understand when sometimes you just don't have the resources to make a polished deck list. When that happens, you make the best deck you can out of what you have.
Well, looking over this...list...it became obvious that this isn't really a deck, it's a list of potential cards. If you took this to a game, you would almost certainly lose because for one, the mana base is too unbalanced, and for another, you have too many cards here that just aren't worth playing (or even unable to be played, in the case of Gobhobbler Rats).
That said, we need to thin this down into a real deck. My initial idea was to make a mono black deck, since you have so many more Swamps than Plains. However, looking over, there was still not enough playables, so it looks like a Black/White deck is in order. We'll start with going over the best playables in each color.
Black
Coercion x2
Dark Banishing x2
Festering Goblin
Highway Robber
Gravedigger x2
Zombify
Contaminated Bond
Consume Spirit
Cruel Edict
Nekrataal x2
Underworld Dreams
Foul Imp x3
Serpent Warrior x3
Last Gasp
Seal of Doom
Grim Harvest
Herald of Leshrac
Chill to the Bone
Moonlight Bargain
White
Angelic Blessing
Story Circle
Blinding Angel
Blessed Orator
Gift of Estates
Pacifism x2
Crossbow Infantry
Suntail Hawk
Three Dreams
Kjeldoran War Cry x2
Minister of Impediments
Squall Drifter
Courier Hawk
Carom
Condemn
Other: Tanglebloom
That pretty much covers all the cards in this list that are good in general. Now, can they work together? Well, Foul Imp and Serpent Warrior cause you to lose life, while Consume Spirit and Tanglebloom cause you to gain it. Minister of Impediments and Squall Drifter both do the same thing more or less. You have Contaminated Bond and two Pacifism, which you can search out with Three Dreams, but I suppose you could add in the Unholy Strength and the Serra's Blessing. You've got a good number of flying creatures, and good removal in Condemn, Dark Banishing, Seal of Doom, and Pacifism. And Gravedigger and Grim Harvest can bring creatures back, so you can win by essentially having more creatures overall than your opponent.
Now, there are 44 cards in this list, which leaves room for 16 lands. That's not quite enough, so it appears we should drop a few cards. Trust me, in a deck where the cards are all over the map like this, you want to be as close to 60 cards as possible so you don't needlessly reduce your odds of drawing the card you need. So I guess the bottom layer here would be Serpent Warrior, since it has no way of getting through blockers. That brings you to 41 spells, and 19 lands, which is respectable for a deck like this that has so many cards that cost two or three mana. Ideally you'd want 20 or more lands, but what else could come out? That's up to you, Pandora.
From here, my advice is to take this deck as I've outlined it and head back into the fray. Play some games with it, and try to get a feel for how the deck plays. Do you have enough mana? Too much? Is it the right color mana? What kinds of strategies are hardest for you to beat? Is there anything you have no way of dealing with?
If you want to get some new cards for this deck, my advice is to first try to get two more Kjeldoran War Cry-- they're just better when you have four in your deck, and not hard to get. And even at two, they're quite good. After that, try to buy Guildpact cards-- booster packs if that's what you usually get, but anything Guildpact will do. You see, Guildpact is the set where Orzhov cards come from, and Orzhov cards are black and white, and most are quite good. A few boosters of Guildpact shouldn't fail to give you at least a few choice picks for a black/white deck.
Until then, best of luck to you, Pandora, and may the art of the game teach you for yourself what the good cards are and how to best build your deck.
~BMoor
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