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Benie Bederios
07-16-2008, 05:46 PM
Hey,

Somewhere, I don't have the slightest idea where, someone mentioned a Urb deck using Intuition to fetch 3 Demigod of Revenge, ritualing the last one in and win in two turns on a The Game like way. Anyway I started pondering with this idea and build a deck with it.

The List


//Lands
6 Island
2 Mountain
4 Polluted Delta
1 Flooded Strand
1 Bloodstained Mire
3 Volcanic Island
4 Underground Sea
1 Badlands

//Creatures
4 Demigod of Revenge

//Spells
4 Thoughtseize
3 Counterspell
4 Force of Will
3 Fire // Ice or Engineered Explosives
4 Brainstorm
4 Accumulated Knowledge
2 Fact or Fiction
4 Intuition
4 Mystical Tutor
1 Cabal Ritual
1 Seething Song

//Sideboard
3 Pyroclasm
4 Leyline of the Void
2 Duress
3 Echoing Truth
3 Pithing Needle

The deck just plays control until it can cast a EOT Intuition for the 3 Demigods. Next turn play the third Demigod, possibly with a Ritual, and beat for 10 or 15( if you need to, you can keep a Demigod back for blocking).

Card selection

22 lands seems to be enough, I might even cut down on them, but it makes it easier to cast the Demigods and Fact or Fiction. The color ratios are quite ok.

The control is the best control in the colors. At the moment I'm playing Fire // Ice but it might become Engineered Explosives or Lightning Bolt. If it becomes EE, I probably go -1 Island +1 Academy Ruins. Counterspell is a quit weak slot to. But it helps protecting the ritual for the Demigod( at least better than Daze). Next to that, I can normally keep lands untapped; most spells are played EOT.

The draw engine is quite strong. With Intuition in the deck, I chose Accumulated Knowledge for the big draw. The Fact or Fiction are never bad, although a little expensive. Mystical Tutor finds all relevant cards.

Anyway what do you guys think.

BB

Anusien
07-16-2008, 05:53 PM
I tested a similar deck (fewer conditional cards, more board control elements), and I found it quite lacking. Since just about every land has to tap for black or red, you run into a lot of problems with Wasteland. Plus, by the time you can win with Demigods, it always turned out to be not nearly as good as Goyfs would have been. And the obvious issues with Extirpate. I think if you go this route, you want some sort of other plan that doesn't suck. Possibly running Goyfs and Ground Seals in some combination of main and side.

Mordenkaynen
07-19-2008, 06:11 AM
Yeah, no (sorry, 3) sweepers and auto-lose after extirpate.. seems bad. With such control package, you have to consider tombstalker. And some other finishers/sweepers. Also burning wish is an interesting tool that, like in any control-heavy deck, can fetch haunting echoes which is huge.

slyfer
07-19-2008, 07:03 AM
It could be interesting a control deck UBR.
The win condition in my opinion would be tombstalker and vedalken shakles
It should be mainly U because of the engine (brainstorm/ak/intu), and also I think it's needed the duress (or toughtseize) maindeck. Some months ago I run a control deck but Ubg with tarmagoyf and stalker as wins condition (see here the decklist: http://www.tipo1.it/forum/viewtopic.php?t=4594 )
the problem with heavy-counters builds is that you need counters for opponent's threats BUT also for defending you own win conditions. So it ended up the first two goyf/stalkers were stp'd or vindicated/edict'd/etc.... Because I could not afford all the things...
That's where duress/seize is needed. To remove their removals for your win condition.

Playing green gives you deed of course, but I had problems with needle (post sideboard I had to board in grip).

With red you can use burning wish which gives you stronger cards than cunning wish. Cunning gives you "answers", Burning gives you "finishers" also, say echoes or consume spirit or demonfire.