My Prerelease
deck, and the Distorting Wake I Should Have Played
Main
Ok, I'll keep this article relatively short and
simple; I'll list all the cards I got in the flight I
played in, then what I used for my deck, then why I used
what I used. I didn't do very well with the deck, and I
would like to go on record as stating that I didn't like
it at soon as it came out of the box. Some of you may
think it is a good deck, some of you may not;
regardless, here are the cards I opened:
Black
Firescreamer
Scavenged weaponry
Urborg shambler
Bog initiates
Last caress (x2)
Mind extraction
Mournful zombie
Necra disciple
Agonizing demise
Goham djinn
Phyrexian rager
Exotic curse
Phyrexian reaper
Red
Ghitu fire
Zap
Bloodfire dwarf
Minotaur tactician
Tahngarth's gaze (x2)
Bloodfire kavu
Tundra kavu (x2)
Overload
Scarred puma
Thunderscape apprentice
Viashino grappler
Green
Tranquil path
Elfhame sanctuary
Tranquility
Bog gnarr
Quirion sentinel
Ana disciple
Lay of the land
Quirion elves
Penumbra kavu
Penumbra wurm
Nomadic elf
Serpentine kavu
White
Helionaut
Razorfoot griffin
Crimson acolyte
Protective sphere
Restrain
Liberate
Teferi's care
Dega disciple (x2)
Coalition flag
Manacles of decay
Blue
Opt
Vodalian merchant
Whirlpool raider
Jilt
Ice cave
Reef shaman
Distorting wake
Jaded response
Evasive action
Worldly council
Phantasmal terrain
Shoreline raider
Living airship
Repulse
Cetavolver
Probe
Tidal visionary
Artifact
Dragon arch
Darigaaz's attendant
Dodecapod
Split
Spite/malice
Gold
Angelic shield
Armadillo cloak
Wings of hope
Squee's embrace (x2)
Goblin legionnaire
Squee's revenge
Martyr's tomb
Soul link
Quicksilver dagger
Voracious cobra
Tsabo tavoc
Consume strength (x2)
Vodalian zombie
Temporal spring
Aether mutation
Consume strength (x2)
Vodalian zombie
Temporal spring
Aether mutation
Non-basic land
1 archeological dig
1 irrigation ditch
Here is what I played:
Black
Agonizing demise
Goham djinn
Phyrexian rager
Exotic curse
Phyrexian reaper
Blue
Living airship
Repulse
Cetavolver
Probe
Tidal visionary
Green
Ana disciple
Lay of the land
Quirion elves
Penumbra kavu
Penumbra wurm
Nomadic elf
Serpentine kavu
Gold
Consume strength (x2)
Vodalian zombie
Temporal spring
Aether mutation
Split
Spite/malice
Artifact
Dodecapod
Land
5 swamp
5 forest
4 island
1 archeological dig
1 irrigation ditch
Ok, now my reasoning:
The three colors I chose gave me the greatest
combination of card advantage and creature removal
available, while still providing me with a few evasion
creatures. I tried to make one of the colors a 'splash'
color, because I knew that it would help my mana if I
did; and I decided that blue should be the splash
because the other 2 colors had the stronger cards in
general. My attempt to make it a splash didn't work very
well, and the deck was fairly balanced in the three
colors in the end… so I basically just ended up
robbing myself of the bomb that is distorting wake.
Regardless, I didn't care for the feel of my deck even
when I first made it, and it performed just how I
expected it to; poorly. Where the previous sealed
(invasion, planeshift, planeshift) environment had room
for utility (and some of it was indeed surprisingly
strong, like tidal visionary or benalish trapper type
tapping creatures), based on my limited experience with
an invasion, apocalypse, apocalypse, apocalypse
environment (one that is basically inapplicable outside
the prerelease *grin* ) there are so many strong sealed
cards that if your deck isn't almost entirely removal,
card advantage, and fliers, you don't stand a good
chance. This isn't just an assumption, I watched quite a
few matches during the day and this theory seems to hold
true throughout… if your opinions differ from those
presented here, feel free to email me your reasoning and
I'll try to reply to any (intelligent and non-rude)
comments.
Remember, this was a prerelease and my main goal was to
have fun, which I did. I hope y'all did too. 'til next
time…
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