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BMoor's Magic
The
Gathering
Deck Garage
Readers of my Deck
Garage must really like Kamigawa and Mirrodin block. Or
they don't know I fix decks with other cards. (For the
record, no I am not just now getting to decks I received
during Mirrodim/Kamigawa Standard.)
Oh well. I liked
those blocks too.
Hello BMoor,
So, what's wrong with
this deck? Actually, quite a few things I'm afraid.
One: Your mana base
is all wrong. Sixteen lands in a 75-card deck? Sixteen
lands isn't enough for a 60-card deck!
Two: You're relying
on Myr for your color fixing. Myr are 1/1 creatures
that are also artifacts, and thus prone to Shatter.
They will not live long enough, especially not if
"white-blue pinker" is a common opponent for you.
Three: You've got a
lot of cards in here that do nothing on their own unless
you draw other cards. In an already-fragile decklist
like that, that's a big problem.
Four: You don't have
nearly enough defense. Wall of Souls, Myr, and 1/1
Spirit tokens will not come out fast enough to hold off
your opponent while you set up, or hold off enough.
So, how do we go
about fixing these problems? Well, since you're about
15 cards heavy, let's start by pulling on the gardening
gloves and weeding out some things.
We'll start with
Mirror Gallery. Yes, the Hondens are legendary, but
Mirror Gallery does nothing unless you draw a second
copy of a Honden you already have in play. And I'll
tell you what else: if the Gallery gets destroyed, any
Hondens you have duplicates of go with it. Mirror
Gallery just invites your opponent to kill three or more
cards with a simple Shatter, Disenchant, or even
Boomerang (a card most blue decks consider running
anyway). Take out Mirror Gallery. If you draw a second
copy of a Honden, what you're supposed to do is hold
onto it until your opponent wastes his enchantment
destruction on the first one.
Since you've already
got so many enchantments, let's drop all the
nonessential ones so a Tempest of Light doesn't break
your back even further. Paradox Haze is cute, but not
cute enough. Megrim also does nothing until you see
Honden of Night's Reach, and Honden of Night's Reach
itself suffers from the problem that the opponent can
play out his hand and have nothing to discard on your
upkeep. But since you're not even that likely to draw
Night's Reach, Wheel of Torture can also go. Even if
you've got your opponent's hand empty, Honden of
Infinite Rage is better at the same job anyway. Without
Paradox Haze, Darksteel Reactor can go too-- it was
never really contributing much anyway. Feldon's Cane is
strictly for the sideboard against milling decks (or in
some infinite combo decks). You don't have enough
creatures to get the most out of Gaea's Anthem so it can
come out. And Pestilence? Almost all your creatures
are 1/1's, and you need some of them for mana! And
Pestilence needs a lot fo black mana to work properly,
but you're 5-color! Pestilence is a powerful card, but
this deck can't use
it.
Okay, that's 23 cards
gone. Before I start replacing them, I want to replace
the Myr with something a bit more robust, so they come
out too for a total of 31 cards dropped.
Now that we're down
to 44 cards, now what? Well, the first and most
important addition is the Blue Honden, Seeing Winds.
It's easily the most powerful of the Hondens, simply
because with it out, even if your opponent can kill
everything else of yours, you'll draw more. Since
you've got 3 each of the other Hondens, add three Blue
ones.
Next, you need more
than 16 lands. I'm not convinced that the Ravnica
bouncelands are your best choice of dual, but I suppose
they're as good as anything else until further testing
proves otherwise. Add one more of each basic land, for
a total of 21 lands. That and the fourth Darksteel
Ingot you need to add should be a stark improvement.
You've still got 7
open slots, and I pulled most of your creatures.
Actually, I'm pulling all of them: replace Wall of Souls
with Steel Wall. Steel Wall can't throw damage back to
its source, but it comes down faster and it's
colorless. As a 5-color deck player, you must
appreciate the ability to use any color of mana.
That's the same
reason I recommend Solemn Simulacrum if you can afford a
few copies. It's not only a colorless blocker, it's
also land fixing and card advantage. Dancing Scimitar,
Junktroller, Bottle Gnomes, or Yotian Soldier could
easily fill similar roles.
And also, since your
deck is so reliant on keeping your enchantments in play
(hence the presence of Privileged Position), try a few
copies of Rebull the Wicked to counter opposing
Disenchants. This is even mroe potent since I mentioned
the fragility of artifact creatures and then recommended
a few, but Myr were also so fragile because of their one
toughness. Junktroller and the others can easily
withstand a Prodigal ping, and even an Incinerate. And
Bottle Gnomes turns any kill spell into 3 extra life
anyway.
This should do
wonders for your deck, George. The fixed mana/spell
ratio and the extra draw power of the Blue Honden alone
should provide you with the firepower to give your
opponents a fight at least, and the added resiliency of
extra high-toughness creatures should buy you time to
amass Shrines and ride their advantages to victory.
Good luck!
~BMoor
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