raharu
10-18-2008, 02:44 PM
Well, I figured that it would be nice to have a resource thread devoted to one of everyone's favorite Enchantments and all the neat little synergies that work well (or not so well, but still work) with it, as well as a few things to keep in mind when building Counterbalance.dec. Obviously, there is Sensei's Divining Top and it's asthmatic, less popular red-haired step-cousin Scroll Rack, but there are obviously other cards, such as effects like Academy Ruins and GOGO LIST:
Artifacts
1cc
Sensei's Divining Top (rearrangement effect)
2cc
Scroll Rack (rearrangement effect + replacement)
Grindstone (clears the top of the library)
Instants
1cc
Reclaim (replacement effect)
Brainstorm (replacement effect)
Mystical/ Enlightened/ the other Mirage tutors (selective/effective replacement effect + tutor)
2cc
Impulse (clears the top of the deck)
Predict (clears the top of the deck)
Magma Jet (instant speed scry 2)
Lim-Dul's Vault (clearing + rearrangement + tutor + pseudo-shuffle)
3cc
Intuition + recursion lands (and shuffles the deck)
4cc
Fact or Fiction + recursion lands (and clears the top of the deck)
Gifts Ungiven + recursion lands (and shuffles the deck)
Sorceries
1cc
Ponder (Shuffle and rearrangement)
2cc
Life from the Loam (clears cards from the top of the deck)
3cc
4cc
Nightmare Void (clears cards from the top of the deck)
Enchantments
1cc
Soothesaying (requires an asston of mana, should most likely be removed from the list)
2cc
Sylvan Library (the only card that can keep a 3cc card on top at all times + draw)
Sterling Grove (tutors for and protects Counterbalance)
Creatures
Lands
Fetchlands
Volrath's Stronghold
Academy Ruins
So... Any other additions, outside of the other various draw spells (I just listed the typical ones/ ones with other functions than shuffling/ drawing)?
As far as guidelines and suggestions, there are a few things to look at when building CounterBalance.dec, the main thing being the Mana Curve of the deck. With that in mind, what are the minimum amount of slots that should be run in each point on the curve? Is 14 enough in the 1cc point? Is 14 enough in the 2cc point? Are there any special consideration that should be given to cards that have above-average synergy with Counterbalance (i.e. is it okay to run somewhere around 10 cards on the 2cc point if you play Enlightened Tutor/ Mystical Tutor/ LDV/ recursion lands?)?
Also, what is the typical minimum amount of lands that is required to effectively operate Counterbalance + Top? I've seen threshold lists do it on 16, but... that's threshold. They have a grand total of 12 cards they actually cast with a CMC of 2 or more, at the most.
Afterthought: resource threads-
Using Counterbalance (http://www.mtgthesource.com/forums/showthread.php?t=11592)
ICBE Countertop-control (http://www.mtgthesource.com/forums/showthread.php?t=8200)
It's The Fear- Control in the New Era (http://www.mtgthesource.com/forums/showthread.php?t=9724)
TEC- The Epic Control (http://www.mtgthesource.com/forums/showthread.php?t=8199)
Artifacts
1cc
Sensei's Divining Top (rearrangement effect)
2cc
Scroll Rack (rearrangement effect + replacement)
Grindstone (clears the top of the library)
Instants
1cc
Reclaim (replacement effect)
Brainstorm (replacement effect)
Mystical/ Enlightened/ the other Mirage tutors (selective/effective replacement effect + tutor)
2cc
Impulse (clears the top of the deck)
Predict (clears the top of the deck)
Magma Jet (instant speed scry 2)
Lim-Dul's Vault (clearing + rearrangement + tutor + pseudo-shuffle)
3cc
Intuition + recursion lands (and shuffles the deck)
4cc
Fact or Fiction + recursion lands (and clears the top of the deck)
Gifts Ungiven + recursion lands (and shuffles the deck)
Sorceries
1cc
Ponder (Shuffle and rearrangement)
2cc
Life from the Loam (clears cards from the top of the deck)
3cc
4cc
Nightmare Void (clears cards from the top of the deck)
Enchantments
1cc
Soothesaying (requires an asston of mana, should most likely be removed from the list)
2cc
Sylvan Library (the only card that can keep a 3cc card on top at all times + draw)
Sterling Grove (tutors for and protects Counterbalance)
Creatures
Lands
Fetchlands
Volrath's Stronghold
Academy Ruins
So... Any other additions, outside of the other various draw spells (I just listed the typical ones/ ones with other functions than shuffling/ drawing)?
As far as guidelines and suggestions, there are a few things to look at when building CounterBalance.dec, the main thing being the Mana Curve of the deck. With that in mind, what are the minimum amount of slots that should be run in each point on the curve? Is 14 enough in the 1cc point? Is 14 enough in the 2cc point? Are there any special consideration that should be given to cards that have above-average synergy with Counterbalance (i.e. is it okay to run somewhere around 10 cards on the 2cc point if you play Enlightened Tutor/ Mystical Tutor/ LDV/ recursion lands?)?
Also, what is the typical minimum amount of lands that is required to effectively operate Counterbalance + Top? I've seen threshold lists do it on 16, but... that's threshold. They have a grand total of 12 cards they actually cast with a CMC of 2 or more, at the most.
Afterthought: resource threads-
Using Counterbalance (http://www.mtgthesource.com/forums/showthread.php?t=11592)
ICBE Countertop-control (http://www.mtgthesource.com/forums/showthread.php?t=8200)
It's The Fear- Control in the New Era (http://www.mtgthesource.com/forums/showthread.php?t=9724)
TEC- The Epic Control (http://www.mtgthesource.com/forums/showthread.php?t=8199)