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kinda
05-02-2010, 12:07 AM
So the idea is to control the board with things like maze/kor haven+dueling grounds/smoke, humility+dueling grounds/smoke, chalice of the void and remove problem items with o-ring and lightning helix. Abeyance can be used to protect scapeshift when going for the win and disrupt storm. The deck creates card advantage through these locks and by blanking all removal. The mana base is a rough sketch...not really sure how to fix that.

4 dueling grounds
4 chalice of the void
4 mox diamonds
4 crucible of worlds
4 scapeshift
4 lightning helix
3 oblivion ring
3 abeyance
3 humility
2 smoke

4 maze of ith
2 valakut the molten pinnacle
4 taiga
4 wooded foothills
4 plateau
1 kor haven
3 mountain
1 savannah
2 horizon canopy

SB:
2 trinisphere
3 faerie macabre
3 tormod's crypt
3 wall of omens
4 mindbreak trap

kinda
05-02-2010, 04:38 PM
Want to note that "smoke" is actually smoke not smokestack...I know smokestack combos with crucible but since scapeshift is the win condition...

-1 plains, -1 wooded foothills, +2 horizon canopy since they draw cards with crucible.

RexFTW
05-05-2010, 12:27 AM
http://www.mtgthesource.com/forums/showthread.php?15875-[Deck]-New-Age-Lands

This deck idea started out very similarly to the one you are working on here. I think you are going far too heavily into the creature control department with this deck. The one linked to often takes 0 creature dmg playing against zoo or even goblins. The problem is combo which is not fix-able. The best solution seems to be to punt.

Also, the linked deck can go off as early as turn 2 with the nuts and does go consistently on turn 4.

kinda
05-05-2010, 03:08 PM
Yeah I liked that idea, I posted a rudimentary RG scapeshift list in the 43 land forum...or was it the secret garden forum...one of the two a while ago. Anyway, I've decided I don't want to play decks that scoop to combo or Iona, i'll take unfavorable matches but Iona/combo are becoming too prevalent to just punt those matches. On that note tendrils variants are still a major problem for this deck, I'm thinking -2 smoke (color intensive) and -1 crucible? for +3 some permanent that's good against combo and not dead against aggro? That will bring anti-storm card count up to 10 md and 16 after boarding...