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Elvish Piper Deck
Jonas sent me this decklist for a post-May type
2...assuming that the spoilers are right and some of
the following cards are making it into the basic set:
Thorn Elemental
Serra Angel
Elvish Piper
He'd like the deck to be prepared for friday night
magic, and if it does well, for other type 2
tournaments. Its important that I give a
disclaimer before this article: I can't
gaurantee that this deck will be incredibly
competitive against the usual type 2 decks, being that
its based on a very fragile set of "combos,"
so to speak, so, whle its a fun deck, and may have
some good games, I make no promises for this deck's
performance. Here's what the deck originally
looked like:
Creatures:
4x Birds of paradise
4x Llanowar Elves
4x Thorn Elemental
2x Rith, The Awakener
4x Serra Angel
4x Blastoderm
1x Tahngarth, Talruum Hero
1x Reya Dawnbringer
The Crew:
4x Elvish Piper
1x Captain Sisay
Spells:
4x Fires of Yavimaya
2x Saproling Burst
2x Rith's Charm
1x Belbe's Portal
2x Eladamri's Call
Lands:
7x Forests
3x Rith's Grove
3x Shivan Oasis
3x Elfhame Palace
4x City of Brass
I see a couple things that I'd like to change about
the deck to make it more powerful and effective.
There are a lot of things that I feel don't belong in
this deck, so I'll try to get those out of here first.
The main culprits are Belbe's portal and rith's charm,
as they either are too expensive for their ability, or
just don't fit the needs of the deck. What we're
going to do is shape the deck around its main concept
and cut the chaff, good as it might be. We're
also going to put some combos in the deck that are
pretty neat. The first is the obvious one:
captain sisay and elvish piper. Then, we'll add
aether rift, as that combos well with a lot of
creatures, as your opponent will either be forced to
pay a whopping 5 life, or have some fatties come
dropping down on their head. Captain sisay and
eladamri's call are both good ways to fill your hand
with those pesky "creature cards" to make
aether rift a real pain.
The other notable thing I want to do is cut the
non-creature spells to a bare minimum. That
means that fires of yavimaya and saproling burst,
while being superb cards in their own right, will fall
by the wayside since they really don't help in giving
you the advantage of higher quality creatures,
especially ones that stick around. We'll also
add a neat card that has recently gained a lot of
attention because of Invasion-Block-Constructed;
overabundance. Overabundance doubles your mana,
and allows you to "hard cast" your creatures
as early as turns 3 and 4. So let's see what we
have so far and where we have yet to go:
3 overabundance
4 aether rift
3 captain sisay-these guys'll probably die when they
figure out what you're doing, so we need to have more
of them
3 elvish piper
4 eladamri's call-this allows "3-ofs" for a
lot of your creatures
4 birds of paradise
4 llanowar elves-these are fine, but utopia tree is
better for what we want to do, as we add more of the
dragons and more creatures that aren't necessarily
green, red, or white.
So now, with 29 cards taken care of, we need another
18 cards to finish up the deck. We're going to
add 3 more land to the deck than before so that
overabundance is betterfor you than for them, or at
the very least equally good. The creatures in
this deck are really rather arbitrary, but I'll try to
trim the fat from...the rest. Let's have our
creatures look like this:
4 Thorn elemental
1 Reya, Dawnbringer
1 Tahngarth, Talruum Hero
1 Darigaaz, the igniter
1 Crosis, the purger
1 Dromar, the banisher
1 Treva, the renewer
1 Rith, the awakener
1 Nemata, grove guardian
1 Latulla, keldon overseer
1 Jolrael, empress of the beasts
1 Mageta, the lion
1 Tsabo Tavoc
2 Verdant Force-can't dis this guy, he's too good if
he in fact does come back in 7th
The creatures look like this for one reason:
Captain Sisay and eladamri's call. We don't want
two of any legend, because it pretty likely that we'll
see them. The only 5 non-legend creatures are
game breakers in their own right, that can win you the
game. So now let's hit the land. Lets
change it to look like this:
4 Brushland
4 Karplusan Forest
4 City of Brass
2 Mountains
2 Plains
7 Forest
The land just makes sense. You can't play
without green, and red and white are both pretty key
in and of themselves, so you really need to support
them. Wiht birds of paradise and possibly utopia
trees helping out, 10 white sources and 10 red sources
along with 19 green sources assures that landscrew
will be something that this deck will be unfamiliar
with. I don't know what your usual opponents are
like, but I'll suggest some sideboard options.
CoP: White-rebels and counter rebels
CoP: green-fires and fires variants
Simoon-blue skies and fires
Boil-uh, blue?
Flashfires-rebels and maybe, maybe counter-rebels,
doesn't hurt you with only 2 plains
Tangle-fires
Well, I think that's a pretty thorough all-around
overhaul for this deck, I hope you have lots of fun
ordering your dragons to eat all of your opponents
alive. See you in a Flash!
-Wally West
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