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BMoor's Magic
The
Gathering Deck Garage
Is it even worth apologizing for not being
able to write articles more often? It's
definitely worth taking the chance to thank
all my readers who've stuck with me. And
Craig's combo deck here is definitely worth
tinkering with.
Hey BMoor,
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Orochi + Battlement + FFTR + Pyro is a four-card combo.
Axebane + FFTR + Pyro is a three-card combo, and is
therefore easier to assemble.
The
Guardian's higher CMC and lower toughness shouldn't matter,
since he's not a combat critter for you, he's a combo piece.
The Orochi, meanwhile, is a dead draw unless you have the
Battlement, and is otherwise just adding a combo piece. I
would cut the Orochi, the Battlement, and Dizzy Spell (since
it no longer fetches you a combo piece) and go to a full set
of four of Axebane Guardian, FFTR, and Pyromatics. That
gives you a better shot of assembling the combo quickly and
with as little risk of losing a piece prematurely.
I pulled ten cards just now and added a total of four, so
we've got six slots to play with. Four of them should go to
Gatecreeper Vine. Like the Overgrown Battlement, Gatecreeper
Vine is a two-mana defender that can help fix your mana.
Unlike the Battlement, the Vine can get you red or blue mana
(and you need all three colors to get your combo off). It
also pulls a land out of your deck, which means one fewer
card between you and the cards you need to draw. A
less-obvious but still-important advantage the Vine has is
that it ISN'T a combo piece, and you can therefore afford to
block with it and not worry about it dying. Yes, its
presence in play aids your Guardians and Vent Sentinels, but
once it comes into play it's done its job, and if it can
absorb an incoming attack or draw away a kill spell then so
much the better.
That leaves two more open slots for you. Additional copies
of anything you're not already running four of would help,
but if you want additional deck-sifting, any reasobaly cheap
card draw spell would work here as well. Treasure Hunt is a
simple yet powerful card that always replaces itself with
another spell, and might also get you some land. You might
also add in some extra defenders if you feel you need them--
Murmuring Phantasm, coincidentally, costs the same as
treasure Hunt, but has that high toughness you wanted from
the Battlement.
But I'm not dome there. Right now you're using Ghostly
Flicker to protect your combo pieces, correct? Well, for
your deck, that's a bad choice. Ideally, you shouldn't be
casting FFTR until you're ready to go off, meaning that if
you need to save your combo pieces, it's from an
instant-speed kill spell in response to your own FFTR. Which
means if you Ghostly Flicker, you'll keep the Guardian but
the FFTR will be countered on resolution. Ghostly Flicker is
only effective when you're using it to save artifacts as
well as creatures, or if you've got a bunch of ETB abilities
you want to re-trigger. To protect your Guardian, you're
better off with Ranger's Guile. It's hard to argue with
instant-speed hexproof and an additional point of toughness.
It also needs less mana, so you don't have to leave three
lands up to use it.
That should just about do it for you. Muddle the Mixture no
longer tutors for your Battlement, but it still finds
Pyromatics or a Gatecreeper if need be, and makes a
good "cover fire" spell to save you from opposing kill
spells and the like. Drift of Phantasms, meanwhile, suddenly
pulls triple duty, as it's a Guardian, FFTR, or an extra
defender.
Good luck!
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