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Aaron's
School of Higher Learning.
10.12.01
Hey Aaron!
This
is the deck that I'm going to play at the t2 tournament
next weekend. it mixes discard, creatures, and control.
I have had problems developing a strong mana base, so LD
gives this deck fits. Thanks.
2x Farie Squadron
1x Air Elemental
1x Thieving Magpie
1x Fallen Angel
2x Looming Shade
1x Abyssal Specter
1x Spineless Thug
1x Duskwalker
2x Urborg Drake
1x Repulse
1x Deflection
2x Remove Soul
1x Opt
1x Probe
4x Counterspell
1x Ostracize
4x Dark Banishing
1x Mind Rot
1x Ghastly Demise
1x Hypnotic Cloud
4x Duress
1x Confiscate
2x Unholy Strength
3x Millstone
9x Island
9x Swamp
1x Underground River
Vchip3000
-----------------------------------
Discard and Counterspells is always so tempting to
build. The ability to strip key cards out of the
opponents hand is evil, almost as evil as countering any
serious threats the opposition might topdeck.
While powerful... every strategy has at least one
weakness. For this deck, it's usually dealing with
any early threats the opponent can muster. Recoil
almost single-handedly makes this deck possible, since
it can deal with early threats and support the decks
discard theme. Bounce works excellent with the
Counterspells as it effectively gives you "another
chance" to counter something you may have missed
the first time. Recoil even deals with permanents
like Lands, Artifacts, and Enchantments which
traditionally are difficult for B/U decks do deal with
once they resolve!
As always, a control deck is only as good as it's
card-drawing engine. The old staple Thieving
Magpie is excellent as it keeps your hand full of
counters and slowly reduces the life total of the
opponent. Magpies new "little brother"
Shadowmage Infiltrator works much the same way with the
added bonus of costing one less mana! I like
Sleight of Hand as it helps find a key card at any point
in the game whether it be early or late. Other
excellent idea's for this area are Exclude, Repulse,
Fact or Fiction, or my all time fave... Probe.
Here's a version I'm playing currently:
4 Thieving Magpie
4 Shadowmage Infiltrator
1 Mahamoti Djinn
4 Sleight of Hand
4 Duress
4 Counterspells
4 Syncopate
4 Recoil
4 Spite / Malice
2 Tsabo's Decree
1 Yawgmoth's Agenda
4 Underground River
12 Islands
8 Swamps
As I've mentioned before, a control deck usually needs
just a few roads to victory. Mahamoti is much
better than Air Elemental as just one more colorless
mana gives you an additional +1/+2. Yawgmoths
Agenda resolving when you have control of the board will
almost always persuade the opponent to concede.
Additionally, if Black is popular in your area you may
want to switch Spite / Malice with a creature removal
card that can affect black creatures due to the
"fear factor" of the Infiltrator.
Hope this helps... have fun!
Aaron
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