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BMoor's Magic The
Gathering
Deck Garage
Nick wrote:
Hi there,
This one's quite the tall order, Nick, but I'll do everything I can.
You've got so many competing ideas here that it's going to be difficult just understanding everything that the deck is trying to do. Bazaar of Wonders is the main card though. So start with the Bazaar in mind and work outwards.
First of all, the Bazaar has a little quirk to it that's easy to miss. Technically, it's not just an enchantment, it's a "World Enchantment". See, "Enchant World" isn't just the global equivalent of "Enchant Creature". "World" is now a supertype, like Legendary. And the "World rule" is that only one World permanent can be in play at a time. If a second one comes into play, it replaces the first. Sort of like a "home turf advantage". The problem is that Forsaken Wastes is also World, meaning if you played one and tried to play another, the second would replace the first. Having multiple World Enchantments isn't great, unless you intend specifically to use one to get the other out of play. Since that doesn't seem to be the point of Forsaken Wastes, I suggest removing the Wastes. With it gone, Pestilence can go too.
Next, there's the issue of spending UUU each turn to bounce your Bazaar, right? Well, there's a cheaper way to do it: Vedalken Mastermind. The Mastermind can only bounce permanents you control, but he does it for only U. That'll loosen up your mana a great deal.
If you want an even cheaper way of bouncing your Bazaar, may I suggest Blood Clock? Now you can bounce it every turn for free, play any multiples you want, then replay the Bazaar. Then your opponent has to bounce something as well! This tactic also works wonders with Arcane Lab, letting you get in as many spells as you want while your opponent can only play one (sorcery speed) spell per turn.
And as for leaving mana open, you probably want cheaper counterspells than Discombobulate and Desertion. Since you're not worried about Standard legality, your best bets are probably Counterspell, Mana Leak, Undermine, Remand, Memory Lapse, and Hinder.
Which brings us to another tactic for breaking Bazaar of Wonders: redundant singletons. I've said over and over that using one-ofs in your deck is a bad idea, but I've also mentioned that it's not so bad if there are cards that functionally do the same thing. If you have one copy each of every counterspell I just mentioned, you'll still have six counterspells, but Bazaar will never stop you from playing them! The same goes for Temporal Adept and Vedalken Mastermind-- why not try a few of each?
Cards that drain your opponent's life are equally ubiquitous. Soul Feast and Drain Life are great, but so are Soul Spike, Consume Spirit, and Essence Drain, along with any others you find. I'd also consider any creature with lifelink a "life drain spell". I'd suggest Vampiric Link if only you had a creature big enough to justify playing it on.
Which brings me to my final nitpick of the evening-- or afternoon or whenever you're reading this-- your win condition. Bazaar of Wonders lock is cool, but if you just sit there laughing and congratulating yourself on breaking your favorite card, you're opponent will either A) find a vulnerable spot in the strategy that he can exploit and win, or B) forfeit the game in frustration and decide he doesn't want to play with you anymore. You need a way to put the trapped animal out of its misery, usually in the form of a big damage dealer. A powerful drain spell will do it, but I'm fairly fond of the big creature approach. And I can't help but notice that Mindleech Mass plays well into what you're trying to do. Maybe a single copy of that would be fun if you can swing it.
Until next time, my mind is available for leeching from any who ask.
Good luck!
~BMoor
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