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The Heretic's Sermon
Breaking Stupid Rares in Type II, Part 6 - Planar
Overlay
By John Hornberg
Well, I'm falling back on what's worked for me in the
past, because I've had serious computer troubles, and
that has presented me with the trouble of finding a
computer to write my articles on. Thankfully, my
friend Joey let me use his computer to do this.
So, I'll thank him here:
THANK YOU JOEY!
Now, we've all opened our fair share of crap rares.
Everything from Jinxed Totem to Battle of Wits, yet,
some of them, a select few mind you, are actually
playable. One of these rares is Planar Overlay,
which is a Planeshift Rare that is a sorcery for 2U, and
says "Each player returns a land of each basic land
type they control to its owners hand." It is
easily broken in mono blue surprisingly, abusing the
mechanics presented by both Dream Thrush and Reef
Shaman.
Planar Overlay is extremely bad, I'll give all the
critics that, but when it's supported with Reef Shaman
and Dream Thrush, it suddenly becomes a somewhat
effective blue land-removal spell. This is because
both Dream Thrush and Reef Shaman have the ability to
change the type of a basic land to another type.
Thus, if they have one or two types of land, you select
one type, use your two creatures to change the types of
them so that eventually they have all five types, and
play Planar Overlay. That puts five lands in their
hand, which can be devastating in a game if they are
short on mana, or if they need one specific type.
Naturally, you'll need four of each creature, which
should be easy to obtain because they are both commons..
A don't for your deck is Shimmering Mirage, an
Apocalypse common for 1U, which is an instant that does
the same thing as Reef Shaman, except it's only once.
Even with the cantrip value, it has little place in the
deck because it is so limited.
So at this point, you have twelve cards that are a
definite:
4 Dream Thrush
4 Reef Shaman
4 Planar Overlay
Now, at this point, you have an array of counters and
card drawing spells that you can play. Odyssey
gives you some decent cards, such as Concentrate or even
Peek, that can be effective. This is on top of the
already effective display of Fact or Fiction's and Opt's
that you can play. Of course, you're going to want
to play three of these. I suggest four of at least
two of them, along with two of one of them. I'll
use this set up just for the sake of it.
4 Fact or Fiction
4 Opt
2 Concentrate
Also, you have a good selection of counterspells, with
many options as well. Here, you can stay in
straight blue, because you have an amazing selection as
is, or you can splash a color and go with one of the
special counters from Invasion Block.. An advantage
to that is that it allows you to play good sideboard
cards, such as Spellbane Centaur, Tsabo's Decree, Ground
Seal, etc, etc..... A disadvantage to it though is
that you could wind up with a dead card if you don't get
that one dual, or that one basic land.
I highly recommend staying in one color.
So, with that in mind, here's an example of what your
counters can look like:
4 Counterspell
4 Force Spike
2 Syncopate
Once again, I have a don't for you. Now, while is
is disputable, I recommend avoiding Standstill, because
of the lack of offense this deck will have. With
the fact that Dream Thrush isn't great at attacking, and
Reef Shaman is even worse, you could be stuck if you
don't have a good creature when your opponent has such
pivotal forces as Llanowar Elves. This deck,
unlike mono blue, can't really stand to sit there
without a good creature. Still, it is very
debatable, and I could be wrong.
Next, it's always good to have a bestial force on hand
to mangle your opponent. I recommend either
Amugaba or Mahamoti, but if there is some large blue
creature that you want to play, then go for it.
This is all you.
So, with that done, I give you my example deck:
2 Amugaba
4 Thieving Magpie
4 Reef Shaman
4 Dream Thrush
2 Concentrate
4 Fact or Fiction
4 Opt
4 Counterspell
4 Force Spike
2 Syncopate
4 Planar Overlay
22 Island
Now, they way you play this deck is kind of offensively.
You want to get at your opponent's lands as early as you
can get, because it is pivotal to the combo. Don't
push your limits though, if they get something that
could be an early problem, such as Wild Mongrel, don't
worry, well not yet.
This deck, like many combo decks, has the potential of
being out-maneuvered, out-played, and out-classed all at
the same time. That's just what happens to combo
decks.
Still, you need to remember that the combo isn't a game
winner. Just because you pull it off, doesn't mean
that you automatically win. You need to get a beast out,
and lay into them with extreme prejudice.
Well, I guess that's it. I hope you enjoyed the
article.
Signing Out,
John "The Happy Heretic" Hornberg
You can e-mail me at promiseland85@hotmail.com
if you have any thing you want to ask me, any
complements, or criticism. As I mentioned, I'm
having computer troubles, so if I reply, it may not be
as fast as I normally do. Sorry about that.
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