Vacrix
06-14-2010, 07:21 PM
Thats right folks. Trying to break Crystal Shard. The idea is to recycle your own creatures to take advantage of their effects, save your own creatures from removal, and/or use it offensively to bounce your opponent's creatures.
I'm sure the knee jerk response is to dismiss the deck because Krosan Grip exists. I'm optimistic. I run cantrips to find more Shards and I want to also run X Karkas (though at the moment I'm sure what the right number is).
The strategy of the deck is to stall the early game with some countermagic and removal, maybe play some cantrips. The plan is to try to get Shard online by the midgame. Once shard is online, you can go for a Mangara lock and seal the game, much like DnT. You can also steal your opponents creatures via Gilded Drake, and manipulate the board state so that you can bounce Drake back to your hand. This can be accomplished via mana denial whether it be activating shard at the end of turn, then accompany a second activation on your own turn with a wasteland. You can also STP your opponents 2nd creature and then play Curfew or something. This is at least the theory.
Why play this list? I'm trying to build a DnT variant. The current list has a lot of answers for Reanimator that Mono-W DnT does not. It also looks much better against Zoo (though I'm just speculating with theory). DnT is already mediocre against combo, though its game plan improves significantly upon moving to the postboard. I'm aiming for a similar SB plan postboard. The current list also maindecks Curfew, which allows the deck to combat Progenitus much more effectively. It doesn't run Mother of Runes like DnT, but it has other ways of protecting its creatures such as Crystal Shard, Curfew, countermagic, and Divert.
Problems with the list? Clearly the current list has problems winning quickly. I'm looking for a decent endgame strategy. DnT has some pretty fat creatures that can win the game pretty quickly. My original list ran Stoneforge Mystics and an equipment package. After all, bouncing SFM for a 2nd piece of equipment is pretty awesome. I dropped it for a more control oriented build. I'm not sure which approach is better; approach it as an aggro/control deck like UW Tempo and use Shard as a supplemental strategy or go for the control approach and try to focus more on abusing Shard.
I have no access to MWS at the moment so I cannot test the list; however, I'm down to discuss different ways in which I might abuse Shard. I'm certain that Shard is stronger in a mana denial shell because then the card can also be used offensively to bounce your opponents creatures. Just having it on the field makes Daze, Spell Pierce, and Divert even stronger. I don't run FoW, as you can probably see when you scope the list. I'm against the concept that every control deck playing blue ought to play FoW. I want to build something more like DnT and take advantage of some great blue cards. The deck might evolve and play FoW though so I won't rule it out. Now on to a list:
List
Shard Control
Artifacts 3
3 Crystal Shard
Creatures 11
4 Gilded Drake
4 Spellstutter Sprite
2 Mangara of Corondor
1 Vendilion Clique
Removal 8
4 Curfew
4 Swords to Plowshares
Countermagic 11
4 Daze
4 Spell Pierce
3 Divert
Cantrip 6
4 Brainstorm
2 Ponder
Land 21
1 Karakas
4 Flooded Strand
4 Misty Rainforest
4 Tundra
4 Wasteland
2 Island
2 Plains
Card Choices
:Maindeck:
ARTIFACTS
- Crystal Shard -
Utility piece. It can be used offensively and/or defensively. Once its in play, it provides you with many tricks. You can bounce your opponents creatures or bounce your own to save your guys from removal. Crystal Shard also facilitates Mangara lock, and can bounce Vendillion Clique if you want to get something out of your opponent's hand. It can recycle Spellstutter Sprite and can bounce Gilded Drake to your hand after your opponent has tapped out.
CREATURES
- Gilded Drake -
Steals your opponents creatures. Why play it? You can bounce it back to your hand. Its also randomly good against Ichorid if you need to remove bridges. It can also steal Iona if they put Iona on white.
- Spellstutter Sprite -
Countermagic and creature in one. It can be recycled with Crystal Shard.
- Mangara of Corondor -
Allows you to remove a permanent every other turn via either Crystal Shard or Karakas.
- Vendilion Clique -
Can shuffle away important cards, while evasively beating for 3. It can be recycled, if desired, with Crystal Shard or Karakas.
SPELLS
- Curfew -
Curfew can save your creatures and/or stall the opponent. You can also use countermagic and removal to manipulate the board state so that you can Curfew your opponents Drake back to your hand while keeping the dude you stole, or at least this is the theory.
- Swords to Plowshares -
A great piece of removal.
- Daze -
Standard countermagic.
- Spell Pierce -
Standard countermagic.
- Divert -
Questionable slot. I like it personally. You can 2 for 1 your opponent's creatures with their own removal, redirect discard, and win counterwars. Crystal Shard and Wasteland make all of these countermagic slightly better.
- Brainstorm -
Cantrip.
- Ponder -
Cantrip.
LAND
- Karakas -
Bounces Mangara for the lock, and can also bounce Vendilion Clique.
- Wasteland -
Destroys non-basics. Makes all of your 'pay 1' or 'pay 2' effects much more attractive.
Questions
- Should I splash a color? Green provides access to Eternal Witness, which was how old-school Shard decks worked.
- Should I take a more aggro/control approach or stick with the control approach?
- Are there any other good creatures I can use with Shard?
- How many Karkas is the right number?
- Should I run FoW?
- Is there anything else I should run to improve the mana denial strategy? Stifle perhaps?
Discuss.
I'm sure the knee jerk response is to dismiss the deck because Krosan Grip exists. I'm optimistic. I run cantrips to find more Shards and I want to also run X Karkas (though at the moment I'm sure what the right number is).
The strategy of the deck is to stall the early game with some countermagic and removal, maybe play some cantrips. The plan is to try to get Shard online by the midgame. Once shard is online, you can go for a Mangara lock and seal the game, much like DnT. You can also steal your opponents creatures via Gilded Drake, and manipulate the board state so that you can bounce Drake back to your hand. This can be accomplished via mana denial whether it be activating shard at the end of turn, then accompany a second activation on your own turn with a wasteland. You can also STP your opponents 2nd creature and then play Curfew or something. This is at least the theory.
Why play this list? I'm trying to build a DnT variant. The current list has a lot of answers for Reanimator that Mono-W DnT does not. It also looks much better against Zoo (though I'm just speculating with theory). DnT is already mediocre against combo, though its game plan improves significantly upon moving to the postboard. I'm aiming for a similar SB plan postboard. The current list also maindecks Curfew, which allows the deck to combat Progenitus much more effectively. It doesn't run Mother of Runes like DnT, but it has other ways of protecting its creatures such as Crystal Shard, Curfew, countermagic, and Divert.
Problems with the list? Clearly the current list has problems winning quickly. I'm looking for a decent endgame strategy. DnT has some pretty fat creatures that can win the game pretty quickly. My original list ran Stoneforge Mystics and an equipment package. After all, bouncing SFM for a 2nd piece of equipment is pretty awesome. I dropped it for a more control oriented build. I'm not sure which approach is better; approach it as an aggro/control deck like UW Tempo and use Shard as a supplemental strategy or go for the control approach and try to focus more on abusing Shard.
I have no access to MWS at the moment so I cannot test the list; however, I'm down to discuss different ways in which I might abuse Shard. I'm certain that Shard is stronger in a mana denial shell because then the card can also be used offensively to bounce your opponents creatures. Just having it on the field makes Daze, Spell Pierce, and Divert even stronger. I don't run FoW, as you can probably see when you scope the list. I'm against the concept that every control deck playing blue ought to play FoW. I want to build something more like DnT and take advantage of some great blue cards. The deck might evolve and play FoW though so I won't rule it out. Now on to a list:
List
Shard Control
Artifacts 3
3 Crystal Shard
Creatures 11
4 Gilded Drake
4 Spellstutter Sprite
2 Mangara of Corondor
1 Vendilion Clique
Removal 8
4 Curfew
4 Swords to Plowshares
Countermagic 11
4 Daze
4 Spell Pierce
3 Divert
Cantrip 6
4 Brainstorm
2 Ponder
Land 21
1 Karakas
4 Flooded Strand
4 Misty Rainforest
4 Tundra
4 Wasteland
2 Island
2 Plains
Card Choices
:Maindeck:
ARTIFACTS
- Crystal Shard -
Utility piece. It can be used offensively and/or defensively. Once its in play, it provides you with many tricks. You can bounce your opponents creatures or bounce your own to save your guys from removal. Crystal Shard also facilitates Mangara lock, and can bounce Vendillion Clique if you want to get something out of your opponent's hand. It can recycle Spellstutter Sprite and can bounce Gilded Drake to your hand after your opponent has tapped out.
CREATURES
- Gilded Drake -
Steals your opponents creatures. Why play it? You can bounce it back to your hand. Its also randomly good against Ichorid if you need to remove bridges. It can also steal Iona if they put Iona on white.
- Spellstutter Sprite -
Countermagic and creature in one. It can be recycled with Crystal Shard.
- Mangara of Corondor -
Allows you to remove a permanent every other turn via either Crystal Shard or Karakas.
- Vendilion Clique -
Can shuffle away important cards, while evasively beating for 3. It can be recycled, if desired, with Crystal Shard or Karakas.
SPELLS
- Curfew -
Curfew can save your creatures and/or stall the opponent. You can also use countermagic and removal to manipulate the board state so that you can Curfew your opponents Drake back to your hand while keeping the dude you stole, or at least this is the theory.
- Swords to Plowshares -
A great piece of removal.
- Daze -
Standard countermagic.
- Spell Pierce -
Standard countermagic.
- Divert -
Questionable slot. I like it personally. You can 2 for 1 your opponent's creatures with their own removal, redirect discard, and win counterwars. Crystal Shard and Wasteland make all of these countermagic slightly better.
- Brainstorm -
Cantrip.
- Ponder -
Cantrip.
LAND
- Karakas -
Bounces Mangara for the lock, and can also bounce Vendilion Clique.
- Wasteland -
Destroys non-basics. Makes all of your 'pay 1' or 'pay 2' effects much more attractive.
Questions
- Should I splash a color? Green provides access to Eternal Witness, which was how old-school Shard decks worked.
- Should I take a more aggro/control approach or stick with the control approach?
- Are there any other good creatures I can use with Shard?
- How many Karkas is the right number?
- Should I run FoW?
- Is there anything else I should run to improve the mana denial strategy? Stifle perhaps?
Discuss.