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Aaron,
I was looking through my cards since Odyssey came out ,
and 1 7th Ed card screamed
at me to build a deck around it: Megrim.
Here's my deck...
Black creatures:
3 Abyssal Specter
1 Mindslicer
Black Spells:
4 Megrim
4 Mind Burst
3 Phyrexian Arena
1 Duress
1 Ostracize
Blue Creatures:
4 Cephalid Looter
4 Cephalid Broker
Blue Spells:
4 Counterspell
3 Boomerang
Gold Spells:
3 Recoil
Land:
4 Cephalid Coliseum
4 Salt Marsh
8 Island
9 Swamp
The idea is to use the deck's card drawing to draw a
Megrim as soon as
possible, whilst using discard sorceries on the
opponent. Once Megrim hits the table you switch the
Cephalids' special ability onto the opponent and Megrim
can cause some serious grief! One Megrim does 6 points
of
uncounterable damage if you sac a Coliseum at the
opponent!
Now
THAT'S entertainment!
In my initial playtesting this deck seems to be weaker
against v quick weenie decks, but I haven't tried it
against too many deck types.
Any advice on this one Aaron??
Thanks,
Andrew
------------------
Discard is one of the oldest and most effective forms of
disruption in the game. Megrim gives Discard a
serious kick in the pants as it allows you to actually
kill the opponent while disrupting them!
As Andrew mentioned,
aggressive
decks are going to give a Megrim deck serious issues as
they tend to deal damage faster then the Discarding +
Megrim can.
A good card to help slow down the opponents early
creature drops is Ravenous Rats. At it's worst the
rats can chump block an opposing fattie. At it's
best it can take out cards like Raging Kavu, Thornscape
Apprentice and Blurred Mongoose! Regardless it
supports the deck with early discarding. Another
interesting option is to use Sadistic Hypnotist along
with Ravenous Rats. Since both are creatures they
can attack if able, but their main function will be to
ensure the opponent never has too many cards in hand.
Another way to keep up with all the damage of
aggressive
decks is to RACE THEM! The easy to find planeshift
rare Urza's Guilt only costs four mana and deals a
whopping 10 damage to the opponent!
The Megrim deck needs to draw and play Megrim early to
succeed. I'd recommend using Blue search cards
like Opt and Sleight of Hand to ensure this. Duress
and Addle should also be used to make sure the opponent
doesn't have any ways to deal with the Megrim once it's
played. These cards also work well in the early
game and support the decks discarding. The perfect
amalgamation of Search and Discard comes in the form of
Probe. When this card is kicked the advantage it
generates is devastating... in conjunction with Megrim
the combo is truly sick!
4 Recoil is an absolute MUST for this deck to help slow
early attacking creatures as well as deal with any other
annoying permanent giving the deck trouble. Recoil
has recently got MUCH more impressive with all the power
Token generators from Odyssey like Call of the Herd and
Beast Attack since Recoil can PERMANENTLY deal with the
Token creature and the opponent STILL has to discard a
card!
Another Odyssey card that deals well with these
Flashback cards is Syncopate, an excellent counterspell
that only requires one Blue Mana and removes the
countered card from the game. This effect really
hurts Flashback. Another excellent counter option
is Spite/Malice as it can both protect your Megrim and
doubles as
creature
removal!
Finally, be careful when using cards that deal damage to
yourself like Arena and Cephalid Coliseum. While
there MAY be a place for them in the deck... too many of
them will end up doing more damage to you than they're
worth. This may in turn help the opponent more
than anything!
Hope this helps... have fun!
Aaron
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