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BMoor's Magic The
Gathering
Deck Garage João Gonçalves wrote: Hello from Portugal!
Well, there is one thing that jumps out
at me pretty early about this decklist. You've only got
16 lands! In a 60-card deck, you should almost always
run 20 lands at the least. The only decks that can run
on fewer are decks full of spells that only cost one or
two mana, three at the most. Your deck has cards like
Numot, the Devastator; Niv-Mizzet, the Firemind; and
Isperia the Inscrutable, and thus needs more mana.
Speaking of 60-card decks, I noticed your deck is only
58 cards. We'll fix that too.
The first thing that needs to be done is
we need to cut some superfluous cards in order to make
room for more land. You can easily do without Reverse
Damage, Privileged Position, Teferi's Moat, Lotus Bloom,
and 4 of your 12 counterspells (I'll let you pick which
4). That leaves 14 empty slots (counting the two you
were short originally). If we fill all of them with
land, you'll have 30 land, which is too many. I will,
however, recommend 4 Nimbus Maze, since you seem to have
no trouble getting the good duals. Nimbus Maze makes a
good fixer that won't deal damage to you, and it'll
bring you up to 20 lands. You should have a few more
than that, preferably 4 Mountains to even things out.
You can fine-tune the mana ratio after playtesting if
you need to.
After that, there's the issue of your
creatures. Now, your main goal is to play control until
you can get some decent creatures out. If
you
had some cheaper, faster creatures, then you could start
your switch from control to aggro that much faster. I
won't try and push your strategy too far, but I will say
that Calciderm and Grand Arbiter Augustin IV don't look
on-theme here. They could be replaced with either
Skyknight Legionnaire or Azorius First-Wing to give your
deck a little more bite against an opponent who gets a
slow start. Or, if you really want to stick to your
strategy of a late-game flier coming in and bashing the
other guy around, look no further than Lightning Angel!
Now, you've still got some slots to
fill. Allow me to remind you that counterspells aren't
the only way to control the game. I'd say what you need
is a set of four Lightning Helix, to take out a creature
that slips through your countermagic and an extra life
pad. Electrolyze could be of similar help. And a small
part of me wants to bring up Odds//Ends; even though it
doesn't exactly support your deck, it is all the right
colors and it is pretty useful. Finally, since Numot
already destroys lands, maybe a set of Stone Rain would
make sure you're opponent can't cast his fire when he
needs to.
That covers all the main problems. After
that, it's just a matter of playtesting and practicing,
to get a feel for what cards aren't pulling their
weight. Reach for the skies!
~BMoor
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