thefreakaccident
04-13-2010, 05:19 PM
lands//20
1 academy ruins
4 tundra
1 plains
4 flooded strand
2 misty rainforest
2 windswept heath
4 island
2 seat of the synod
creatures//3
3 trinket mage
spells//37
4 force of will
3 sensei's divining top
4 counterbalance
4 swords to plowshares
3 daze
4 brainstorm
3 meekstone
1 relic of progenitus
1 dispeller's capsule
3 sword of the meek
4 thopter foundry
3 thirst for knowledge
sideboard//15
2 relic of progenitus
4 blue elemental blast
1 aether spellbomb
1 pithing needle
3 tivdar's crusade
4 spell peirce
UB meekfish//
lands//18
4 underground sea
3 mutavault
4 polluted delta
1 swamp
1 flooded strand
1 bloodstained mire
3 island
1 seat of the synod
wincons//16
4 bitterblossom
4 thopter foundry
4 dark confidant
4 spellstutter sprite
spells//26
4 force of will
4 brainstorm
4 thoughtseize
3 sword of the meek
3 umezawa's jitte
4 meekstone
4 daze
sideboard//
3 vampire nighthawk
2 perish
2 llawan, cephalid empress
4 relic of progenitus
1 engineered explosives
3 blue elemental blast
Dunno about some of the card choices, these lists are conceptual, but it does seem like an obvious/pretty good anti creature combo.
Thopter foundry:
http://magiccards.info/arb/en/133.html
Sword of the meek:
http://magiccards.info/query?q=sword+of+the+meek&v=card&s=cname
And meekstone:
http://magiccards.info/query?q=meekstone&v=card&s=cname
Pretty much, you get a very powerful win condition, and are able to lock down most other winconditions via meekstone...
The first list (UW thopter control) is very simple... You can tutor for some silver bullets via trinketmage, you have stone to tutor up to stop big crits, you have some permission/draw, and finally you have thopter foundry as the win.
The second list is kind of a meekstone fish, incorperating jitte, sss, and bitterblossom.
With bitterblossom AND foundry, you will have plenty of flying 1/1's to equip stuff to, and to murder your opponents in the air while your opponent's crits are tapped. Jitte seemed to fit in nicely with all the flying crits... And there is a lot of pain in the deck, but with foundry and jitte there to gain you life when you need it, it usually counteracts the lifeloss.
I don't know if it will actually work out to be good or not, but it seems pretty good theoretically.
Any thoughts?
1 academy ruins
4 tundra
1 plains
4 flooded strand
2 misty rainforest
2 windswept heath
4 island
2 seat of the synod
creatures//3
3 trinket mage
spells//37
4 force of will
3 sensei's divining top
4 counterbalance
4 swords to plowshares
3 daze
4 brainstorm
3 meekstone
1 relic of progenitus
1 dispeller's capsule
3 sword of the meek
4 thopter foundry
3 thirst for knowledge
sideboard//15
2 relic of progenitus
4 blue elemental blast
1 aether spellbomb
1 pithing needle
3 tivdar's crusade
4 spell peirce
UB meekfish//
lands//18
4 underground sea
3 mutavault
4 polluted delta
1 swamp
1 flooded strand
1 bloodstained mire
3 island
1 seat of the synod
wincons//16
4 bitterblossom
4 thopter foundry
4 dark confidant
4 spellstutter sprite
spells//26
4 force of will
4 brainstorm
4 thoughtseize
3 sword of the meek
3 umezawa's jitte
4 meekstone
4 daze
sideboard//
3 vampire nighthawk
2 perish
2 llawan, cephalid empress
4 relic of progenitus
1 engineered explosives
3 blue elemental blast
Dunno about some of the card choices, these lists are conceptual, but it does seem like an obvious/pretty good anti creature combo.
Thopter foundry:
http://magiccards.info/arb/en/133.html
Sword of the meek:
http://magiccards.info/query?q=sword+of+the+meek&v=card&s=cname
And meekstone:
http://magiccards.info/query?q=meekstone&v=card&s=cname
Pretty much, you get a very powerful win condition, and are able to lock down most other winconditions via meekstone...
The first list (UW thopter control) is very simple... You can tutor for some silver bullets via trinketmage, you have stone to tutor up to stop big crits, you have some permission/draw, and finally you have thopter foundry as the win.
The second list is kind of a meekstone fish, incorperating jitte, sss, and bitterblossom.
With bitterblossom AND foundry, you will have plenty of flying 1/1's to equip stuff to, and to murder your opponents in the air while your opponent's crits are tapped. Jitte seemed to fit in nicely with all the flying crits... And there is a lot of pain in the deck, but with foundry and jitte there to gain you life when you need it, it usually counteracts the lifeloss.
I don't know if it will actually work out to be good or not, but it seems pretty good theoretically.
Any thoughts?