Subject: Mr. Nick's Wizards
of the Shoreline
This is my "Wizards
on the Shoreline" deck. It's nothing spectacular, but it is the best
(original) deck i've built in a while (i tend to make copy-cat decks
sometimes). here goes.....
Lands:
22 islands (nice &
simple...a little heavy, but this deck is very dependant on lots of mana early,
AND late in the game. gotta be able to play all those millions of cards
that you draw)
Creatures:
3 information dealer
3 aphetto
grifter
3 prodigal sorcerer
2 voidmage prodigy
2 wizard replica
2
supreme inquisitor
2 aphetto alchemist
2 patron wizard
2 temporal
adept
2 arcanis the omnipotent
1 rayne, academy chancellor
1 riptide
director
1 archivist
1 fatespinner
Other:
2 long-term plans
2
pemmin's aura
2 capsize
2 counterspell
2 urza's incubator
1 feldon't
cane
1 riptide replicator
=60 cards (assuming i counted
correctly)
info dealer-You'll notice that i don't have 4
arcanis's, or 4 patron wizards, etc. etc. The reason for the low number of
those "beefy" cards is that i like variety. Having only two of each of
those makes room for other fun stuff, so it's more fun for me, and more
unpredictable for my opponents. The only way i'm able to pull off only
having 2 of each is by having 3 of these, and two long-term plans. when
you put the two together, it's like having a tutor of sorts.
aphetto
grifter-This is an absullute necessity early in the game against most decks
that revolve around creatures.
timmy!-again, a necessity against
creature-based decks, but unstoppable when combined with pemmin's aura. i
like to mix up the timmy's too, in case of "lobotommizing" cards. i have
one prodigal sorcerer, one zuran spellcaster, and one suq'ata
firewalker.
voidmage prodigy-i don't like sacrificing my wizards,
but it's a necessity sometimes. i'm thinking of pulling one or both of
these in favor of (scratches head confusedly)...um...something else.
they've saved my ass numerous times, but i'm still not too sure about
them. the one definate advantage they give the deck is letting the
opponent know that you've got crazy countering capability on turn
two. psychological advantage, ya know.
wizard replica-a good
blocker, and a one mana counterspell, once it's on the board.
supreme
inquisitor-BEEF! need i say more?
aphetto alchemist-i
get a lot of people who look at me with confusion when i play this card. i
like it in favor of just having 4 pemmin's aura's, cause, though it's not as
powerfull, it's a little more versatile, cause you can untap anything, instead
of picking a target & sticking with it, and it's one more wizard to count
towards riptide director & patron wizard & stuff.
patron
wizard-where's the beef?
temporal adept-since there's no
direct removal in blue, i need a way to get rid of stuff that i couldn't
counter, after it hits the table. bouncing & countering isn't as
efficient as naturalize, and swords to plowshears & junk like that, but it's
all i've got in blue.
arcanis the
omnipotent-mmmmmm...beefy! :-)
rayne, academy
chancellor-just a good card in general
riptide director-why
draw three with arcanis, when i've got a little mana to spare, and 10
wizards?
archivist-eh, not a great card, but in mana screw
situations when i can't play arcanis, or i can't use riptide director a lot, it
helps.
fatespinner-good card...might add an other
one.
long-term plans-see above, ya know, up there, by that groovy
looking info dealer.
pemmin's aura-beffy with arcanis, timmy's,
and if put on an aphetto alchemist, there's all the versatillity you'll ever
need, like a swiss-army knife, ya know.
capsize-again, with
the bouncey thing, like the temporal adept.
counterspell-ok, ok,
ok, so the wizards might need a little back-up...big flippin' deal.
:-)~
urza's incubator-great to get the wizard train rollin' around
turn 3 or 4, and good late in the game, when you're drawing 1/2 your deck &
you need a way to play what you drew.
feldon's cane-like i said,
"drawing 1/2 your deck"...gotta keep the train rolling when you run out of
cards.
riptide replicator-fuel for the stuff that thrives on
wizards, like the inquisitor.
so, here you have my wizards
deck. hope you have fun with it if you decide to build it. it's a
lot of fun in group games, but it's important to not make yourself look like a
threat. just stay quiet, don't get all excited when you play the supreme
inquisitor, or patron wizard, and let your army grow while all the other players
ar bickering & killing each-other. also, don't counter anything in a
group game unless it really needs to be countered. that's a good way to
make enemies. as far as one on one games go, don't rush the win. if
you've got a timmy with a pemmin's aura, save your mana to counter stuff &
leave your wizards untapped for as long as you can. most of the game
should be played on the end of your opponent's turn with this deck.
to
complain about my stupid deck idea, or to praise the almighty mr. nick, e-mail
me at "NeoSpeedSk8r@aol.com". if you wanna whine about my horrible
spelling & grammar, then you can e-mail me at....hmmm....i should probbaly
make this a "family freindly" deck page.