View Full Version : I'ma Let You Finish.. Just kidding empty your board.
Pastorofmuppets
06-23-2010, 04:45 PM
// Deck file for Magic Workstation (http://www.magicworkstation.com)
// Lands
2 [DDE] Swamp (2)
2 [BRB] Mountain (7)
2 [RAV] Forest (2)
2 [OD] Plains (3)
2 [IN] Island (2)
// Creatures
1 [ON] Gigapede
// Spells
4 [ARB] Firewild Borderpost
2 [FUT] Coalition Relic
4 [MR] March of the Machines
4 [ARB] Wildfield Borderpost
4 [TSP] Restore Balance
4 [ARB] Veinfire Borderpost
4 [ARB] Mistvein Borderpost
4 [ARB] Fieldmist Borderpost
4 [ARB] Violent Outburst
4 [ARB] Ardent Plea
4 [ARB] Demonic Dread
4 [AL] Force of Will
3 [TE] Propaganda
// Sideboard
SB: 4 [TSP] Krosan Grip
SB: 3 [TSP] Rift Bolt
SB: 4 [US] Back to Basics
SB: 4 [GP] Leyline of the Void
This was basically done out of my anger towards not being able to play this in extended anymore. 12 cards later, and you have my next crappy legacy concoction. I think with ANT and Reanimator being "out of the picture" and Countertop possibly slowing down as its bad MU's become more frequent in the wake of that, this deck has a chance.
card choices:
-Borderposts: to make it as unfair as possible for the opponent who will want to recover.
-March of the Machines: Perhaps one of the most humiliating cards to lose to, March rolls your opponent within 2-3 turns of dropping it. And since your opponents (hopefully) won't have any lands or creatures left, they'll have a hell of a time recovering.
-Propaganda: To put a hose on the aggro decks on the play, generally you'll use this and B2B in place of Force to blast your opponent into next week with hate.
-Gigapede: Herp ta Derp I'm big and recursive. Possible replacements listed further down
-Force: Often catches countermagic opposing a restore balance, combo crap, Trinisphere, or Chalice @ 0, or AEther Vial.
-Restore Balance: Don't be dumb. You should be able to know that it's the deck's cornerstone
-Rift Bolt: a crappy attempt at countering Stompy decks' early beaters, as anything Stompy is basically this deck's worst matchup.
Possible cards:
Oblivion Ring: extra Trinisphere/Chalice hate, removal
Squee/Nether Spirit: Both can replace Gigapede, I chose Gigapede due to its shroud.
Sphinx of Jwar Isle: Another possible 'Pede replacement, if you're in a slower meta
Terravore: Last Gigapede replacement, I swear.
Ensnaring Bridge: I really don't think the deck empties its hand quickly enough, but it could be tutored up with:
Tezzeret, the Seeker: Really any PW is pretty good in here, even Chandra fucking Nalaar. I like Liliana in particular due to the fact that she disrupts as soon as she hits the board.
Opposing cards that are an issue: Trinisphere, Counterbalance, Chalice, Qasali Pridemage, Standstill
death
06-23-2010, 05:05 PM
Why aren't you playing rainbow lands?
Pastorofmuppets
06-23-2010, 05:07 PM
Why aren't you playing rainbow lands?
the entire point is that your opponent will lose all of their lands and creatures, buying you possibly a crapload of time to win. Rainbowlands go against this plan.
Master Shake
06-23-2010, 05:07 PM
Why aren't you playing rainbow lands?
This one is easy: Borderposts.
Pastorofmuppets
06-23-2010, 05:18 PM
This one is easy: Borderposts.
I think he was questioning my choice of Borderposts OVER rainbowlands.
Mr. Forsberg
06-23-2010, 05:38 PM
// Deck file for Magic Workstation (http://www.magicworkstation.com)
// Lands
2 Swamp
2 Mountain
2 Forest
2 Plains
2 Island
// Creatures
1 Gigapede
// Spells
4 Firewild Borderpost
2 Coalition Relic
4 March of the Machines
4 Wildfield Borderpost
4 Restore Balance
4 Veinfire Borderpost
4 Mistvein Borderpost
4 Fieldmist Borderpost
4 Violent Outburst
4 Ardent Plea
4 Demonic Dread
4 Force of Will
3 Propaganda
// Sideboard
4 Krosan Grip
3 Rift Bolt
4 Back to Basics
4 Leyline of the Void
Fixed your decklist. Please use the [ cards], [ /cards] (without the spaces) tags the next time you post a decklist with a bunch of cards nobody has ever heard about.
EDIT: How does this deck work? When you cascade a Restore Balance you get to play it immediately, without having to suspend it first?
Pastorofmuppets
06-23-2010, 06:03 PM
Fixed your decklist. Please use the [ cards], [ /cards] (without the spaces) tags the next time you post a decklist with a bunch of cards nobody has ever heard about.
EDIT: How does this deck work? When you cascade a Restore Balance you get to play it immediately, without having to suspend it first?
yeah. It's been used a lot in extended with Hypergenesis and Living End. You capitalize on the format's generally low curve and land count, so it's difficult to recover while you beat face with Marching Borderposts or Gigapede.
Also, a lot of this stuff was from recent sets, and most people don't use card tags here in deck lists.
Jon Stewart
06-23-2010, 06:23 PM
How consistent is the deck? What's the average goldfish turn? What percentage of games does it combo off before turn 5?
Pastorofmuppets
06-23-2010, 09:55 PM
How consistent is the deck? What's the average goldfish turn? What percentage of games does it combo off before turn 5?
you're not so much comboing off as blowing up the board, and it's uncommon to not be blasting your opponents by turn 5. In fact I'm yet to have a game where I don't.
Greenpoe
06-23-2010, 11:02 PM
I tested it out and I like the deck, but my first thought was that it needs a way to draw a win-con sooner, so I found Bottled Cloister. I'm pretty sure you can just use one of the instant-cascade cards to cascade in response to trigger at the beginning of your upkeep of your hand coming back to play, that way Bottled Cloister serves an excellent purpose: Turning Restore Balance into a Mind Twist for 7, card advantage, and helps with drawing a win-con quickly so as to maximize on the Armageddon/Wrath of God effect.
Pastorofmuppets
06-23-2010, 11:41 PM
I tested it out and I like the deck, but my first thought was that it needs a way to draw a win-con sooner, so I found Bottled Cloister. I'm pretty sure you can just use one of the instant-cascade cards to cascade in response to trigger at the beginning of your upkeep of your hand coming back to play, that way Bottled Cloister serves an excellent purpose: Turning Restore Balance into a Mind Twist for 7, card advantage, and helps with drawing a win-con quickly so as to maximize on the Armageddon/Wrath of God effect.
That's just begging to be gripped and only combos with 4 cards in the deck, so the chances of it happening are slim unless you dedicate a full four slots.
heroicraptor
06-24-2010, 01:51 AM
How often do you not have a land in your opener and have to mulligan?
Why do you play 4 Restore Balance when the whole point is to cascade into it? I would play 3 at most, and probably 2. You don't want to suspend it, that takes waaaaaay too long. You have 12 cascaders, all of which can only hit Restore Balance.
jrsthethird
06-24-2010, 02:23 AM
That's just begging to be gripped and only combos with 4 cards in the deck, so the chances of it happening are slim unless you dedicate a full four slots.
Not to mention that it won't work, since you won't have any cards in your hand to cast until the trigger resolves, putting them back.
caenel
06-24-2010, 05:42 AM
Just one thing comes to mind (since I also played this deck in extended): Greater Gargadon.
I'd say, lose the March of the Machines and add 4 Greater Gargadon. I'd also reduce the number of borderposts by about 4-6 and add some of these: Ajani Vengeant and Jace, the Mind Sculptor. Also maybe cut down on some cascade spells and add some extra land. Blood Moon would be great in here as well, but Propaganda may be needed to counter creature based strategies early on.
This would be my take on the deck:
1 Forest
2 Island
4 Misty Rainforest
1 Mountain
4 Scalding Tarn
1 Tundra
3 Jace, the Mind Sculptor
3 Riftwing Cloudskate / Force of Will
4 Thirst for Knowledge
3 Vendilion Clique
3 Blood Moon / Propaganda
4 Greater Gargadon
3 Restore Balance
4 Ardent Plea
2 Ajani Vengeant
3 Bant Charm
4 Fieldmist Borderpost
3 Firewild Borderpost
4 Violent Outburst
4 Wildfield Borderpost
Some card explanations:
- 8 fetchlands : Gets you basics to cast your borderposts and thins your deck to get to your business spells quicker
- 4 basic lands : Casting borderposts is tech
- 1 Tundra : The single non-fetch, non-basic land for when you really really really need that W mana
- 3 Restore Balance : Our board sweeper, 3 should be enough
- 4 Greater Gargadon : The tech. Just suspend this one, then sac your lands/creatures in response to the Restore Balance (put the Greater Gargadon on 1 counter). You'll end up with a nice big hitter against an empty board.
- 8 cascade spells : For hitting that Resore Balance when you need to
- 4 Thirst for Knowledge : Great card draw here. 3cc does not hinder the cascades and you can easily dump a borderpost in the yard for 2 businness spells
- 3 Vendilion Clique : Creature kill, hand disruption and/or card draw at once. Do not forget the great play of putting your own Restore Balance sitting there in your hand back under your deck prior to a cascade spell.
- 3 Riftwing Cloudskate : Suspends on turn 2 and comes into play after you Restore Balance to bounce a newly played land/threat at the opponents side of the board. These might become something like Force of Will though.
- 3 Jace, the Mind Sculptor : Backup win condition 1 and must kill for the opponent. Note that plainswalkers do not die to Restore Balance either.
- 2 Ajani Vengeant : Backup win condition 2. Can play board control while ramping up to the magical 'blow your lands'-ability. Especially usefull after a Restore Balance.
- 3 Blood Moon : Very usefull against all dual running around, but this might be to slow to combat Zoo and Goblins. It could be changed to something like Propaganda.
- 3 Bant Charm : Basically included because all of its functions are relevant and I only have 3 slots left for utility cards. Virtually 'kills' a creature, counters a counter or destroys an artifact.
This basically is Kevin Holmes' Garga-geddon deck from GP Oakland 2010, with some added plainswalkers. I found that it was working great in Extended, but I fear it might be too slow for legacy. It also lacks the needed protection to make it through, I'm afraid. You basically want to fight counterspells by playing so many 'must-counter' spells (like Ajani, Jace, Blood Moon, ...) that they run out of it and you force a game breaking spell through. Works in Extended, but there they don't have Forces, so ...
Vacrix
06-24-2010, 07:10 AM
This is a pretty lolzy list. Are 12 Border posts really necessary though? I think you might want to drop a few to run Misdirection for extra protection.
Philipp2293
06-24-2010, 07:40 AM
A really really big problem is if a first turn borderpost is dazed. They lose no tempo and we essentially lose a land.
Pastorofmuppets
06-24-2010, 07:41 AM
How often do you not have a land in your opener and have to mulligan?
Why do you play 4 Restore Balance when the whole point is to cascade into it? I would play 3 at most, and probably 2. You don't want to suspend it, that takes waaaaaay too long. You have 12 cascaders, all of which can only hit Restore Balance.
Against decks with Loam or crucible or anything else that comes back quickly, you're going to want 2 or even 3 copies sometimes. I beat lands by suspending one and cascading into the other three. In short, it's like saying you should only need 2 Armageddon or 2 WoG. All you're doing is dropping ArmaWogAlsoDiscardSometimes.
Also, on Blood Moon, doesn't that make your fetchlands dead cards to the deck essentially? You generally don't want any lands down until you know for a fact that you're in a winning position, and it doesn't pitch to force. Also, with ANT and Reanimator being supposedly dead, Propaganda will be hurting more decks than Blood Moon. And did I mention that Moon doesn't pitch for Force?
dahcmai
06-24-2010, 01:23 PM
I'm going to have to try this, looks like a ton of fun.
Pastorofmuppets
06-24-2010, 03:32 PM
I'm going to have to try this, looks like a ton of fun.
one of its best matchups is Zoo. So you can imagine how much fun it is against them I'm sure. I beat a guy with 1 life left yesterday because he had no lands and was 6 borderpost beatin's away from death
Mystical_Jackass
06-24-2010, 05:38 PM
This deck is just hilarious and props on the originality, it actually looks like it'd be pretty effective too just from the surprise element :smile: Man a EE or Deed would be a b****, well not if they have no land to use it though!
Now, what to do when they SB in Alladin's Lamp & Jhoira!? :eek:
Pastorofmuppets
06-24-2010, 05:42 PM
This deck is just hilarious and props on the originality, it actually looks like it'd be pretty effective too just from the surprise element :smile: Man a EE or Deed would be a b****, well not if they have no land to use it though!
Now, what to do when they SB in Alladin's Lamp? :eek:
Pssh. I don't run Force for geek cred. Also, vs. New Horizons:
Me: Violent Outburst
Him: Stifle
Me: Pitch March, Force
Him: Daze
Me: pay Daze
Him: Daze
Me: Force
Me: Cascade-Balance
Him: Force
Next Turn
Me: Ardent Plea, Balance
Him: GTFO noob deck
or something along those lines. Fuck MWS scrubs =D
EDIT: It's not original, it originated from an article made by Nicol Bolas himself, some Wizards employee or something.
Vacrix
06-24-2010, 06:03 PM
Are you finding that 4 FoW is enough protection? Misdirection looks like it could be pretty good in place of a few borderposts.
Pastorofmuppets
06-24-2010, 06:06 PM
Are you finding that 4 FoW is enough protection? Misdirection looks like it could be pretty good in place of a few borderposts.
No. I want to shoehorn in Unmask or Misdirection.
Vacrix
06-24-2010, 06:15 PM
Shoehorn?
danyul
06-25-2010, 04:11 AM
A shoehorn is a tool you use to kinda force your foot into a shoe that is already tied or ill-fitting. He is saying that he wants to cram in Unmask or Misdirection.
http://en.wikipedia.org/wiki/Shoehorn
1maarten1
06-25-2010, 08:45 AM
This deck is just hilarious and props on the originality, it actually looks like it'd be pretty effective too just from the surprise element :smile: Man a EE or Deed would be a b****, well not if they have no land to use it though!
Now, what to do when they SB in Alladin's Lamp & Jhoira!? :eek:
;) Its also a deck from BoaB! I play it in casual, its really funny :)! Im gonna try the singleton gigapede and the gargadons!
Maveric78f
06-25-2010, 10:03 AM
// Deck file for Magic Workstation (http://www.magicworkstation.com)
// Lands
2 [DDE] Swamp (2)
2 [BRB] Mountain (7)
2 [RAV] Forest (2)
2 [OD] Plains (3)
2 [IN] Island (2)
// Creatures
1 [ON] Gigapede
// Spells
4 [ARB] Firewild Borderpost
2 [FUT] Coalition Relic
4 [MR] March of the Machines
4 [ARB] Wildfield Borderpost
4 [TSP] Restore Balance
4 [ARB] Veinfire Borderpost
4 [ARB] Mistvein Borderpost
4 [ARB] Fieldmist Borderpost
4 [ARB] Violent Outburst
4 [ARB] Ardent Plea
4 [ARB] Demonic Dread
4 [AL] Force of Will
3 [TE] Propaganda
// Sideboard
SB: 4 [TSP] Krosan Grip
SB: 3 [TSP] Rift Bolt
SB: 4 [US] Back to Basics
SB: 4 [GP] Leyline of the Void
As everybody, I find this concept awesome. However your list seems quite rough. As I have basically no experience in this deck, I'll formulate my remarks as questions:
- Why so many borderposts? I mean you're playing 30 mana sources. Isn't it too many ? I know all the point is to play a lot of them but anyway...
- Why 2+2+2+2+2 basic lands? I mean there has to be lands you prefer to see than other. Basically islands...
- Why Gigapede ??? I don't even have a clue why it's here.
- Coalition relic ??? 32 mana sources actually. My bad...
- About the Cascade spells. Why demonic dread ? It requires you (or the opponent obviously) to have a creature in play. Violent Outburst looks better.
- Why so many restore balance ? The point of Cascade is to tutor. 2 or 3 are enough. I'd say 2 if you play Jace.
These remarks are quite similar are those who led caenel to the following list :
1 Forest
2 Island
4 Misty Rainforest
1 Mountain
4 Scalding Tarn
1 Tundra
3 Jace, the Mind Sculptor
3 Riftwing Cloudskate / Force of Will
4 Thirst for Knowledge
3 Vendilion Clique
3 Blood Moon / Propaganda
4 Greater Gargadon
3 Restore Balance
4 Ardent Plea
2 Ajani Vengeant
3 Bant Charm
4 Fieldmist Borderpost
3 Firewild Borderpost
4 Violent Outburst
4 Wildfield Borderpost
I have also some remarks on this list :
- Greater Gargadon is not good enough and too easy to hate out.
- Jace and Ajani Vengeant should be awesome indeed.
- Vendilion Clique would be great if it was not protecting an opposing creature.
- I like the fetches : it reduces the probability of drawing lands after the first and it shuffles after Jace's 0 ability.
- I don't like TfK at all. Use Intuition if you need something special.
- I don't like Bant Cham at all. Use Vindicate if you need to get rid of something in particular or maybe even better : Rushing River/Wipe Away.
- 11 borderposts is not enough at all.
- 10 lands was probably too low (25% of no lander hands). I'm not sure about 13. Here is the table of no-lander probability in a 7-cards hand :
10 : 25.8%
11 : 22.2%
12 : 19.0%
13 : 16.3%
14 : 13.8%
I would try this list:
Lands: 12
12 Island
Protection/Control/ Tutor : 19
4 Force of Will
3 Foil
3 Intuition
3 Rushing River
3 Firespout
3 Ensaring Bridge
Cascade suite : 10
4 Ardent Plea
3 Violent Outburst
3 Restore Balance
Planeswalkers: 6
3 Ajani Vengeant
3 Jace, the Mind Sculptor
Borderposts: 13
4 Fieldmist Borderpost
4 Mistvein Borderpost
1 Firewild Borderpost
4 Wildfield Borderpost
Pastorofmuppets
06-25-2010, 11:00 AM
As everybody, I find this concept awesome. However your list seems quite rough. As I have basically no experience in this deck, I'll formulate my remarks as questions:
- Why so many borderposts? I mean you're playing 30 mana sources. Isn't it too many ? I know all the point is to play a lot of them but anyway...
- Why 2+2+2+2+2 basic lands? I mean there has to be lands you prefer to see than other. Basically islands...
- Why Gigapede ??? I don't even have a clue why it's here.
- Coalition relic ??? 32 mana sources actually. My bad...
- About the Cascade spells. Why demonic dread ? It requires you (or the opponent obviously) to have a creature in play. Violent Outburst looks better.
- Why so many restore balance ? The point of Cascade is to tutor. 2 or 3 are enough. I'd say 2 if you play Jace.
These remarks are quite similar are those who led caenel to the following list :
I have also some remarks on this list :
- Greater Gargadon is not good enough and too easy to hate out.
- Jace and Ajani Vengeant should be awesome indeed.
- Vendilion Clique would be great if it was not protecting an opposing creature.
- I like the fetches : it reduces the probability of drawing lands after the first and it shuffles after Jace's 0 ability.
- I don't like TfK at all. Use Intuition if you need something special.
- I don't like Bant Cham at all. Use Vindicate if you need to get rid of something in particular or maybe even better : Rushing River/Wipe Away.
- 11 borderposts is not enough at all.
- 10 lands was probably too low (25% of no lander hands). I'm not sure about 13. Here is the table of no-lander probability in a 7-cards hand :
10 : 25.8%
11 : 22.2%
12 : 19.0%
13 : 16.3%
14 : 13.8%
I would try this list:
Lands: 12
12 Island
Protection/Control/ Tutor : 19
4 Force of Will
3 Foil
3 Intuition
3 Rushing River
3 Firespout
3 Ensaring Bridge
Cascade suite : 10
4 Ardent Plea
3 Violent Outburst
3 Restore Balance
Planeswalkers: 6
3 Ajani Vengeant
3 Jace, the Mind Sculptor
Borderposts: 13
4 Fieldmist Borderpost
4 Mistvein Borderpost
1 Firewild Borderpost
4 Wildfield Borderpost
You're bound to have some lands in play when you cascade with that list, I think that's the main issue. Run the full 20 Borderposts. Also, I forgot Rushing River. Good call. Finally, run Propaganda over Bridge. It pitches to force and makes your opponents play less spells most of the time, because getting in attacks is "important"
Maveric78f
06-25-2010, 01:41 PM
The issue with propaganda is that it does not protect the planeswalkers.
Pastorofmuppets
06-25-2010, 01:58 PM
The issue with propaganda is that it does not protect the planeswalkers.
heh, I didn't catch that. I still really like it though. Still, River is a good call.
I'm working on an in-depth planeswalker analysis at the moment. Unsurprisingly, Jace 2 is ungodly good. Here's what it looks like so far.
worst best
<Ablaze----Nalaar----------------------------------Beleren---------------Tezzeret--Vess--Vol-Vengeant-----------------------------------Mindsculptor->
Garruk----Goldmane -----------------------------Gideon --------------------------------------- The Mad
Sorin----- Elspeth
Bolas (derp)
Nissa
Sarkhan the Mad is pretty good against matchups that are already good, however. He's kind of like a Bob that's always going to 2-for-1 unless he's attacked, but I'd say keep Vengeant until something better comes out. Vol basically wins the game without doing anything and grabs any stray crap he needs to. Tezz is better with the proper artifact support, I just can't find enough good stuff to use with him other than Bridge, Culling Scales, and Noetic Scales. Vess is another one that's never a waste of a card, but she has no synergy with Balance, sometimes making her discard ability moot. I actually haven't tested Sorin or Gideon, so those are purely speculative. Also this is all on MWS, so it means almost nothing.
bleuisforwhimps
06-25-2010, 01:59 PM
I'd say play 4 propaganda and some misdirection or something to protect your restore balance. Also the deck should fully focus on restore balance and not play planeswalkers, but that's just me being amazed by the originality of the balance-plan.
Props to the inventor of this :)
Combo Winter
06-26-2010, 07:54 AM
Why not play terravore as a kill condition like balancing tings did as you will have mana left over after balancing tombstalker would be good for this as well. It could also play unmask along with insidious dreams and draco explosion some of the blue suite as the boarder posts can allow you to reach 16 blue spells for fow regardless.
Pastorofmuppets
06-26-2010, 09:21 AM
Terravore is great, but it dies to so much stuff that only requires your opponent to hit only one land. Also, Combo isn't really the best win route here, as you're already mulling into a different combo (land, 2+ posts, cascade spell) at times, so you occasionally won't have the other.
Combo Winter
06-26-2010, 11:20 AM
Terravore is great, but it dies to so much stuff that only requires your opponent to hit only one land. Also, Combo isn't really the best win route here, as you're already mulling into a different combo (land, 2+ posts, cascade spell) at times, so you occasionally won't have the other.
I think insidious dreams is sick in balance decks ,becuase it opens up lines of play where lose some cards for your hand and put cascade+ kill on the top of your deck or a combo kill. Putting your opponent where they will have no cards in hand creatures or lands in play. So I don't think swords will be too much of a problem once you resolve a dreams. The main issue with playing all the blue filler means that your hand size will often be too large to mind twist them. I think letting them live 12 turns with ajani is letting them off the hook same thing to a lesser extent with jace ,because aggro will just beat them down eventually. where you will have to use there other ablities. If you really like control with plainswalkers i would suggest a list with 4 espeth 4 moat and 3-4 oring Also insidious dreams can fetch any 2 card combo no problem not only draco explosion.
4 unmask
4 fow
1 march
1 draco
1 erratic explosion
3 intuition
4 esper charm
4 insdiuos dreams
3 tombstalker
4 ardent plea
4 violent outburst
3 balance
4 Fieldmist Borderpost
4 Mistvein Borderpost
3 vienfire Borderpost
3 Wildfield Borderpost
3 island
3 swamp
2 mountain
2 plains
Pastorofmuppets
06-26-2010, 11:41 AM
I think insidious dreams is sick in balance decks ,becuase it opens up lines of play where lose some cards for your hand and put cascade+ kill on the top of your deck or a combo kill. Putting your opponent where they will have no cards in hand creatures or lands in play. So I don't think swords will be too much of a problem once you resolve a dreams. The main issue with playing all the blue filler means that your hand size will often be too large to mind twist them. I think letting them live 12 turns with ajani is letting them off the hook same thing to a lesser extent with jace ,because aggro will just beat them down eventually. where you will have to use there other ablities. If you really like control with plainswalkers i would suggest a list with 4 espeth 4 moat and 3-4 oring Also insidious dreams can fetch any 2 card combo no problem not only draco explosion.
Elspeth does nothing in this deck
Moat requires a flying wincon
Draco is a dead card if I draw it
Erratic only does 16 damage.
Insidious dreams requires random discard, dropping wincons and cascade spells, and also would require 7 mana to stack on top of a cascade. It's not happening in here, because you need to dedicate too many slots. This is why I like March, because it's only 4 slots and it pitches to force, which neither Dreams nor Draco do
Combo Winter
06-26-2010, 12:23 PM
I belive espeth would be the flying win con along with jace and espeth is just way faster than ajani at killing. I mean moat>> propaganda as a form of protecting your plainswalkers. I think the list I posted not the moat version is the way to go. That was just a suggestion for the slower versions that wanna make creature hate dead. Dreams does not require random discard it would be horrible if it did. You select what cards you discard. I agree that draco only does 16 but it is far cheaper than 21 3 vs 9 mana. As i said any 2 card combo would work in that slot even somthing like show and tell + emralku.
Edit: I think running 1 prog is better probably better than emralku.Because it pitches to both fow and unmask. 1 show and tell isn't that bad in a deck that is bound to have a fair amount of chaff. Also when playing insidiuos dreams going for a cascade spell and a tombstalker is more often than not the right play over the combo. The thing is you only have to dedicate 2 cards in you 60 to a combo that insidious dreams can fetch. Over all though i would rate insidious dreams as a much more powerful tutor than intuition for this type of deck because it opens up plays like eot stack 2 cascade spells vs control to build a critical mass.
Pastorofmuppets
06-26-2010, 03:24 PM
I belive espeth would be the flying win con along with jace and espeth is just way faster than ajani at killing. I mean moat>> propaganda as a form of protecting your plainswalkers. I think the list I posted not the moat version is the way to go. That was just a suggestion for the slower versions that wanna make creature hate dead. Dreams does not require random discard it would be horrible if it did. You select what cards you discard. I agree that draco only does 16 but it is far cheaper than 21 3 vs 9 mana. As i said any 2 card combo would work in that slot even somthing like show and tell + emralku.
The problem with stuff like SnT-Emrakul is that, once again, Emrakul is a dead card in hand until you get SnT and doesn't even pitch to Force. I'm more willing to try that out than Erratic Explosion though.
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