bowvamp
03-28-2010, 10:51 PM
Selection is a very un-ordinary deck.
The main concept of the deck is to win against all odds, and randomly.
Most of the cards in Selection are pretty straightforward, but work nicely nevertheless.
The land base is nothing out of the ordinary:
4 Polluted Delta
2 Swamp
4 Island
4 Underground Sea
2 Bojuka Bog
Bojuka Bog is mainly to help support the rest of the deck against it's arch-nemesis, Loam.
4 Wasteland
Wasteland is here because the deck can handle it. Wasteland just messes around with so many decks, and since Selection isn't curve-centric, Wasteland helps against those decks that are.
The straightforward creatures:
2 Dark Confidant[cards]
The tempo gain is enormous, and he acts as an alternative to drawing, which as we'll see later is very, very good.
3 [cards]Sower of Temptation
Sower steals the other person's creatures. Originally, I had this slot as Threads of Disloyalty, but Selection doesn't really have any other way to deal with creatures, so I needed a catch-all solution.
The straightforward instants:
4 Force of Will
We definitely have enough blue to support it, so why not?
4 Spell Snare
Spell Snare delivers a way to deal with most threats out there, and easily takes down the most critical cards in the format.
4 Daze
Allowing us to run less lands is really good! Slotting 4 Daze into the list gives the opponent hell when they least expected it.
The straightforward Sorceries/Artifacts
2 Umezawa's Jitte
Jitte is nice because it allows Selection to add an extra dimension to its creatures. Most of the creatures in this deck would do their thing regardless of if they could swing for 2 or 1, but Jitte makes them shine as CREATURES, not just utility.
4 Thoughtseize
Thoughtseize is also nice, because it allows us to cull what we don't want from their hand. Basically, it does what it does, and get's done with it. I can't think of a single strategy that's immune to thoughtseize. Honestly, not even dredge. (Don't mention lands, thoughtseize absolutely kills them T1 on the play)
4 Hymn to Tourach
2 for 1 in CA. Nuff said.
Now for the part that's not typical:
2 Cunning Lethemancer
Hits both players, quite like Anvil/Chains. Has to be protected however which is why it only warrants 2 copies.
4 Big Game Hunter
Who knew that this little toolbox card often seen in Survival was so powerful? Basically, he owns beaters like:
Tarmogoyf,
Jotun Grunt,
Abyssal Persecutor,
Dreadnaught, (Totally rocks doing that)
KotR,
Tombstalker,
Crusher/Terravore,
etc etc
4 Anvil of Bogardan
Enables combo lock, and BGH. Also allows you to find what you may need/want in order to finish the game such as Jitte or Sower.
3 Chains of Mephistopheles
Shuts down draw engines of any kind (makes Standstill worthless), and utterly pwns the other player when paired with Anvil. Notice that we don't run anything with the word "Draw" besides chains and Anvil?
Ok, now for an overview of how the deck works.
Basically, the deck draws it's strengths from it's lack of card quality engines (top, brainstorm, tutors/toolboxes) and instead chooses to fight with whatever it gets, sculpting synergy out of nowhere. Let's start with the purpose of the creatures; the creatures are here to provide utility along with being Jitte targets. Creatures are meant to be protected, and that's why we have counters and discard. Succeeding in protecting our creatures is what wins us games. However, if they drop their big bomb, we have Anvil/Chains & Lethemancer to nab BGH.
BTW How do I use card tags with the new forum?
The main concept of the deck is to win against all odds, and randomly.
Most of the cards in Selection are pretty straightforward, but work nicely nevertheless.
The land base is nothing out of the ordinary:
4 Polluted Delta
2 Swamp
4 Island
4 Underground Sea
2 Bojuka Bog
Bojuka Bog is mainly to help support the rest of the deck against it's arch-nemesis, Loam.
4 Wasteland
Wasteland is here because the deck can handle it. Wasteland just messes around with so many decks, and since Selection isn't curve-centric, Wasteland helps against those decks that are.
The straightforward creatures:
2 Dark Confidant[cards]
The tempo gain is enormous, and he acts as an alternative to drawing, which as we'll see later is very, very good.
3 [cards]Sower of Temptation
Sower steals the other person's creatures. Originally, I had this slot as Threads of Disloyalty, but Selection doesn't really have any other way to deal with creatures, so I needed a catch-all solution.
The straightforward instants:
4 Force of Will
We definitely have enough blue to support it, so why not?
4 Spell Snare
Spell Snare delivers a way to deal with most threats out there, and easily takes down the most critical cards in the format.
4 Daze
Allowing us to run less lands is really good! Slotting 4 Daze into the list gives the opponent hell when they least expected it.
The straightforward Sorceries/Artifacts
2 Umezawa's Jitte
Jitte is nice because it allows Selection to add an extra dimension to its creatures. Most of the creatures in this deck would do their thing regardless of if they could swing for 2 or 1, but Jitte makes them shine as CREATURES, not just utility.
4 Thoughtseize
Thoughtseize is also nice, because it allows us to cull what we don't want from their hand. Basically, it does what it does, and get's done with it. I can't think of a single strategy that's immune to thoughtseize. Honestly, not even dredge. (Don't mention lands, thoughtseize absolutely kills them T1 on the play)
4 Hymn to Tourach
2 for 1 in CA. Nuff said.
Now for the part that's not typical:
2 Cunning Lethemancer
Hits both players, quite like Anvil/Chains. Has to be protected however which is why it only warrants 2 copies.
4 Big Game Hunter
Who knew that this little toolbox card often seen in Survival was so powerful? Basically, he owns beaters like:
Tarmogoyf,
Jotun Grunt,
Abyssal Persecutor,
Dreadnaught, (Totally rocks doing that)
KotR,
Tombstalker,
Crusher/Terravore,
etc etc
4 Anvil of Bogardan
Enables combo lock, and BGH. Also allows you to find what you may need/want in order to finish the game such as Jitte or Sower.
3 Chains of Mephistopheles
Shuts down draw engines of any kind (makes Standstill worthless), and utterly pwns the other player when paired with Anvil. Notice that we don't run anything with the word "Draw" besides chains and Anvil?
Ok, now for an overview of how the deck works.
Basically, the deck draws it's strengths from it's lack of card quality engines (top, brainstorm, tutors/toolboxes) and instead chooses to fight with whatever it gets, sculpting synergy out of nowhere. Let's start with the purpose of the creatures; the creatures are here to provide utility along with being Jitte targets. Creatures are meant to be protected, and that's why we have counters and discard. Succeeding in protecting our creatures is what wins us games. However, if they drop their big bomb, we have Anvil/Chains & Lethemancer to nab BGH.
BTW How do I use card tags with the new forum?