I have to agree with DukeDemonKnight, that if you did remove scepter(s) then you might as well also remove abeyance at the very least. Maybe keep orim's chant for a surprise factor, but I might be in...
Type: Posts; User: laxkiddan
I have to agree with DukeDemonKnight, that if you did remove scepter(s) then you might as well also remove abeyance at the very least. Maybe keep orim's chant for a surprise factor, but I might be in...
Like I said before, this deck is a variation on the standard Quinn. The main things you'll notice are the lack of the snow land engine, no SDTs, and the lack of enchantments. Lately, i've moved away...
Have you tried grand abolisher? I've been running 4 of them in my Quinn variation, and I'm a big fan. It basically does the work of a secpter+chant on your turn, every turn. Shuts down...
The deck I posted diverges enough that I'm putting it as new developmental deck under "Handcuffs." The core mechanics are more of its own deck than it is Quinn.
This updated version removes cannonist, pithing needle, iron maiden, and ghostly prison. It add 3 scroll racks and an extra humility. Ideally you want to see chant on the scepter 1st turn, use it 2nd...
I think the main reason this deck doesn't play top is because it plays both abeyance and silence. Where the top-based decks search for the upcoming cards, this deck just handcuffs the opponent. I...
I feel like these decks are too slow (using scrying sheets). It's a good engine, but not quick off the line. I prefer 4 ancient tombs, which allow for turn 2 chant/scepter combo. Sure, you'll lose...