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BeJoSe's
Deck
Garage
Quietus Spike
April 21, 2009
Deck Garage - Quietus Spike
I've been playing around with Wound Reflection for a while,
and was wondering what you thought of this casual deck. I
basically have unblockable creatures that I attach the
Quietus Spike. If I have Wound Reflection out, that's
great; if not, then they still lose half their life. I've
thought about Ebonblade Reapers, but they're awfully
expensive to unmorph. The walls and regeneratable creatures
are in there to stall until the spike. What do you think?
Creatures 18
1x Leaden Myr
2x Will-O-The-Wisp
4x Prickly Boggart
1x Smolder Initiate
3x Drudge Skeletons
1x Spined Fluke
2x Sanguine Guard
4x Wall of Souls
Instants 8
3x Unmake
4x Dark Ritual
1x Hatred
Sorceries 6
4x Diabolic Tutor
2x Pox
Artifacts 6
4x Quietus Spike
2x Whispersilk Cloak
Enchantments 4
4x Wound Reflection
Land 20
18x Swamp
2x Ebon Stronghold
Interesting deck idea, 3 card kill. There are 2 problems I
see with it, first being that it relies on a 6 mana
enchantment and having a creature actually connect with your
opponent, the second, related to this, is that your opponent
will see it coming from a long way off and play accordingly.
I do however really like pairing the Spike with
regenerating/unblockable creatures. For those who don't know
you can stack combat damge and then regenerate your
creature. This means that damage will still be dealt and
deathtouch will trigger and their creature will die while
yours lives.
So what will help out?
-
Profane Command is a stellar card here.
It can kill opposing blockers, get back a creature to
equip the spike to, finish off a
weakened
opponent or allow for an alpha strike, not bad at all.
-
Volrath's Stronghold will help you recoup an creatures
you may have lost to early trading.
-
Hatred could probably become a 3-of, it can literally
end games on the spot especially with the spike.
-
Shriekmaw, a terror in the early game and an evasion
beater that still terrors in the late game.
-
Inkfathom Infiltrator is a nice early creature that can
easily end the game with a spike if not quickly dealt
with.
-
Since hatred and shriekmaw both cost 5 and the command
is at its best when you have more mana you might want to
consider something like mindstone in the place of dark
ritual to give you a permenant mana boost, and it always
cycles in the late game.
-
Nether Traitor, with shadow it is nearly always
unblockable, it can suprise an opponent with haste and
it recurs itself as you play more creatures, what more
could you want?
I like the tutor in this deck allowing you to either find a
spike or creature to equip it to depending on the situation.
There are a few cards that stand out however and you could
probably do without.
-
Wall of Souls, you really want to be attacking with this
deck rather than sitting on the defensive
-
Pox, while it does remove opposing blockers it will also
get rid of valuable attackers that you'll need to equip
the spike to
Your right that the Ebonblade is fairly expensive to unmorph,
plus it has a pretty harsh drawback while its unmorphed.
Secondly your opponent will see it coming every time if its
the only morph creature in your deck.
Secondly, the combo is nice but you can probably end the
game before you even play it. However if you want to focus
on the combo then you'll need to include more mana sources
(preferably lands) to help you get to 6 mana. Also try not
to play the reflection till you already have a creature
equiped with the spike as this will make for a nice suprise
for your opponent.
Hope to hear from you guys soon!
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