jericohs@cottage
10-03-2008, 03:38 PM
Here's a deck that i have recently brought back to life and i think improved it very much.
Hi forum, meet Karooed Opposition (UG/r). This is a prison style controll deck centered around tempo. The object of the deck plays the same way as old Opposition list but the trick is to sit back and two for one your opponent. Do not counter your opponents creature unless it's absolutely necessary. Be wary of board sweepers, those are the type of cards you want to counter.
UG/r Opposition
Maindeck:
Artifacts
2 Static Orb
Creatures
4 sakura tribe scout
4 Coiling Oracle
2 venser shaper savant
3 Mystic Snake
4 Wirewood Symbiote
3 Wood Elves
Enchantments
3 Opposition
Sorcery
2 Demonfire
3 Fact or Fiction
Instant
4 remand
4 force of will
4 Lands
1 Tropical Island
4 Gemstone Mine
3 Gruul Turf
4 Simic Growth Chamber
4 Izzet Boilerwork
1 Forest
Legendary Lands
1 1 Pendelhaven
Sideboard:
2 Serrated Arrows
1 Essence Warden
2 Eternal Witness
1 Viridian Shaman
3 Krosan Grip
3 Spell Snare
2 Trickbind
1 Demonfire
Well, i'm sure most of you have played around with this arctype before...
The gems in the deck are wirewood symbiote interactions with your elves. That's when things get nutty. When you have opposition in play you can really controll your opponents turn. Tap some of their guys; or let him attack with a huge 10/10, block it, stack the damage and return your little oracle to your hand by tapping wirewood. On your turn you can play him again, draw a card...etc. The deck really gets out of hand if left unchecked. It's also very normal to completely lock your opponent out.
Another nice interaction is the Karoo lands with sakura-tribe scout and gemstone mine. The Gemstone counters never depleat and you have just about any color of mana you need. Obviously, you end up playing a zillion lands which help you play controll. A well timed Static Orb in the Mid game is also very brutal versus your opponents but not so much yourself since your untapping Karoo lands...hehe.
I still play the deck on MTGO and have noticeable results across the field. For some reason i never win versus Atog Affinity or an early counterbalance. But that was before Sensei's Divinning Top was banned in Ext.
I've also played with intruder alarm and found it to be a Win More card. It's mostly useless on its own and i would often times screw myself over with it.
Any questions?
***PS if board sweeping is prevelant in your meta...
- i remove the FOW's and Remands for 2 Spectral Force, 3 Scryb Rangers and 3 Savage Twister.
This config will let you play out your early wheenie game. They'll board sweep and you'll drop your 8/8 trampler. You'll quickly redevelop your board with the help of Fact or Fiction and will likely lock them out with Opposition towards the end of the game. The Savage Twisters are there to trick the opponent. Play spectral then let your board develop and wrath for 4 or 5 leaving the board clean except for your fattie.
Hi forum, meet Karooed Opposition (UG/r). This is a prison style controll deck centered around tempo. The object of the deck plays the same way as old Opposition list but the trick is to sit back and two for one your opponent. Do not counter your opponents creature unless it's absolutely necessary. Be wary of board sweepers, those are the type of cards you want to counter.
UG/r Opposition
Maindeck:
Artifacts
2 Static Orb
Creatures
4 sakura tribe scout
4 Coiling Oracle
2 venser shaper savant
3 Mystic Snake
4 Wirewood Symbiote
3 Wood Elves
Enchantments
3 Opposition
Sorcery
2 Demonfire
3 Fact or Fiction
Instant
4 remand
4 force of will
4 Lands
1 Tropical Island
4 Gemstone Mine
3 Gruul Turf
4 Simic Growth Chamber
4 Izzet Boilerwork
1 Forest
Legendary Lands
1 1 Pendelhaven
Sideboard:
2 Serrated Arrows
1 Essence Warden
2 Eternal Witness
1 Viridian Shaman
3 Krosan Grip
3 Spell Snare
2 Trickbind
1 Demonfire
Well, i'm sure most of you have played around with this arctype before...
The gems in the deck are wirewood symbiote interactions with your elves. That's when things get nutty. When you have opposition in play you can really controll your opponents turn. Tap some of their guys; or let him attack with a huge 10/10, block it, stack the damage and return your little oracle to your hand by tapping wirewood. On your turn you can play him again, draw a card...etc. The deck really gets out of hand if left unchecked. It's also very normal to completely lock your opponent out.
Another nice interaction is the Karoo lands with sakura-tribe scout and gemstone mine. The Gemstone counters never depleat and you have just about any color of mana you need. Obviously, you end up playing a zillion lands which help you play controll. A well timed Static Orb in the Mid game is also very brutal versus your opponents but not so much yourself since your untapping Karoo lands...hehe.
I still play the deck on MTGO and have noticeable results across the field. For some reason i never win versus Atog Affinity or an early counterbalance. But that was before Sensei's Divinning Top was banned in Ext.
I've also played with intruder alarm and found it to be a Win More card. It's mostly useless on its own and i would often times screw myself over with it.
Any questions?
***PS if board sweeping is prevelant in your meta...
- i remove the FOW's and Remands for 2 Spectral Force, 3 Scryb Rangers and 3 Savage Twister.
This config will let you play out your early wheenie game. They'll board sweep and you'll drop your 8/8 trampler. You'll quickly redevelop your board with the help of Fact or Fiction and will likely lock them out with Opposition towards the end of the game. The Savage Twisters are there to trick the opponent. Play spectral then let your board develop and wrath for 4 or 5 leaving the board clean except for your fattie.