Tru3z3rox
07-08-2010, 02:17 PM
The purpose of this deck is to deny the opponent of anything and everything and keep them off of lands and resources while swinging with your dudes. Credit for this deck goes to MWCPlayer.
His Primer:
The idea is to be a huge disruption via low costing creatures and board control, leading up to a well placed Armageddon for the sealed victory. Mainboard Suppression Field wrecks many decks not only game 1, but forces them to board for the enchantment hate, which they need. Because if it's not the S-Fields getting them, it's the Winter Orb. Neither of which are a problem to you, the player, as your mana curve gently rests around 2, which is made very easy to pull off [even turn one] with the Chrome Mox.
Creature base: Critters are there to protect you via First Strike and attack efficiently by gaining life [Knight of Meadowgrain], lending support [Sigiled Paladin], and even getting in for the attack when you've hit a wall [Soltari Priest].
Noncreature support: is Suppression Field, Winter Orb, Ghostly Prison, And a well placed Armageddon. 4 Mainboard spot removal along with your plethora of First Stike says that you contend well with other heavily aggro based decks, and you have control efficient enough to bog your opponent down, forcing them to play turns behind. Main artifact/enchantment control gives added stability.
Complaint #1: There is essentially no true "card advantage". I find myself top decking it a lot of the time and just hoping that I get what I need. Often times you can tell with your opening hand if it's going to be a good day or not. This is one of the reasons that the deck is filled with creatures that all have a catch with them to make them great on their own [Blademaster can swing and block, Meadowgrain gains life, Holy Nimbus comes back, etc.]
Complaint #2: Unrelated to actual play mechanics, the deck is SO packed with things that support each other, changing the build is incredibly difficult. The deck has had several builds, all wildly different from one another, though this has been shown to have been the most efficient.
Positive Aspect #1: You can be good for turns and turns on end with a mere Plains and Chrome Mox in the opening hand. By the time you play out the rest of your hand, from the critter threats to the SF/Winter Orb threats, you'll have grabbed another mana source.
Positive Aspect #2: PA#2 can be summed up by a list of all things that mainboard turn one Suppression Field hoses. These primarily include: FETCHLANDS, Vial, Top, Port, and more. All of these things being primary ways to gain advantage for the opponent, you're setting back a perfectly good looking strategy significantly.
And before you say it, I'll just address it now. Yes. I love my three-ofs. Empirically speaking, I find that as long as you get ONE of your control base permanents early, you can usually hold off your opponent long enough to rip your additional support. Suppression Field hoses fetches and Aether Vial, Winter Orb causes a general null, and Ghostly Prison fends off the onslaught. Except against combo, where your Ghostly Prison is useless, obviously. The sideboard is heavily hating on combo at the moment, but that's the part of the deck I find myself changing the most.
Any words of wisdom would be great. All comments welcome.
His list:
Creatures
3 Sigiled Paladin
3 Knight of Meadowgrain
3 Knight of the Holy Nimbus
3 Soltari Priest
3 Serra Avenger
3 Kazandu Blademaster
Noncreature Spells
2 Disenchant
2 Swords to Plowshares
2 Path to Exile
3 Armageddon
3 Ghostly Prison
3 Winter Orb
4 Mana Tithe
4 Suppression Field
4 Chrome Mox
Lands
3 Flagstones of Trokair
12 Plains
Sideboard
3 True Believer
3 Warmth
3 Tormod's Crypt
3 Rule of Law
3 Chalice of the Void
My list:
Lands:
14 Plains
3 Flagstones of Trokair
Artifacts:
4 Chrome Mox
1 Powder Keg
1 Cursed Totem***
Enchantments:
1 Oblivion Ring
1 Runed Halo
4 Suppression Field
2 Ghostly Prison
Instants:
4 Swords to Plowshares
3 Path to Exile
3 Enlightened Tutor
Sorceries:
4 Armageddon
Creatures:
4 Knight of the Holy Nimbus
3 Clergy of the Holy Nimbus
3 Serra Avenger
2 Mystic Crusader***
2 Exalted Angel***
Sideboard:
1 Warmth
1 Chalice of the Void
1 Powder Keg
1 Pulse of the Fields
1 Faerie Macabre
1 Tormod's Crypt
1 Relic of Progenitus
1 Ravenous Trap
2 Defense Grid
1 Wheel of Sun and Moon
4 Mindbreak Trap
His Primer:
The idea is to be a huge disruption via low costing creatures and board control, leading up to a well placed Armageddon for the sealed victory. Mainboard Suppression Field wrecks many decks not only game 1, but forces them to board for the enchantment hate, which they need. Because if it's not the S-Fields getting them, it's the Winter Orb. Neither of which are a problem to you, the player, as your mana curve gently rests around 2, which is made very easy to pull off [even turn one] with the Chrome Mox.
Creature base: Critters are there to protect you via First Strike and attack efficiently by gaining life [Knight of Meadowgrain], lending support [Sigiled Paladin], and even getting in for the attack when you've hit a wall [Soltari Priest].
Noncreature support: is Suppression Field, Winter Orb, Ghostly Prison, And a well placed Armageddon. 4 Mainboard spot removal along with your plethora of First Stike says that you contend well with other heavily aggro based decks, and you have control efficient enough to bog your opponent down, forcing them to play turns behind. Main artifact/enchantment control gives added stability.
Complaint #1: There is essentially no true "card advantage". I find myself top decking it a lot of the time and just hoping that I get what I need. Often times you can tell with your opening hand if it's going to be a good day or not. This is one of the reasons that the deck is filled with creatures that all have a catch with them to make them great on their own [Blademaster can swing and block, Meadowgrain gains life, Holy Nimbus comes back, etc.]
Complaint #2: Unrelated to actual play mechanics, the deck is SO packed with things that support each other, changing the build is incredibly difficult. The deck has had several builds, all wildly different from one another, though this has been shown to have been the most efficient.
Positive Aspect #1: You can be good for turns and turns on end with a mere Plains and Chrome Mox in the opening hand. By the time you play out the rest of your hand, from the critter threats to the SF/Winter Orb threats, you'll have grabbed another mana source.
Positive Aspect #2: PA#2 can be summed up by a list of all things that mainboard turn one Suppression Field hoses. These primarily include: FETCHLANDS, Vial, Top, Port, and more. All of these things being primary ways to gain advantage for the opponent, you're setting back a perfectly good looking strategy significantly.
And before you say it, I'll just address it now. Yes. I love my three-ofs. Empirically speaking, I find that as long as you get ONE of your control base permanents early, you can usually hold off your opponent long enough to rip your additional support. Suppression Field hoses fetches and Aether Vial, Winter Orb causes a general null, and Ghostly Prison fends off the onslaught. Except against combo, where your Ghostly Prison is useless, obviously. The sideboard is heavily hating on combo at the moment, but that's the part of the deck I find myself changing the most.
Any words of wisdom would be great. All comments welcome.
His list:
Creatures
3 Sigiled Paladin
3 Knight of Meadowgrain
3 Knight of the Holy Nimbus
3 Soltari Priest
3 Serra Avenger
3 Kazandu Blademaster
Noncreature Spells
2 Disenchant
2 Swords to Plowshares
2 Path to Exile
3 Armageddon
3 Ghostly Prison
3 Winter Orb
4 Mana Tithe
4 Suppression Field
4 Chrome Mox
Lands
3 Flagstones of Trokair
12 Plains
Sideboard
3 True Believer
3 Warmth
3 Tormod's Crypt
3 Rule of Law
3 Chalice of the Void
My list:
Lands:
14 Plains
3 Flagstones of Trokair
Artifacts:
4 Chrome Mox
1 Powder Keg
1 Cursed Totem***
Enchantments:
1 Oblivion Ring
1 Runed Halo
4 Suppression Field
2 Ghostly Prison
Instants:
4 Swords to Plowshares
3 Path to Exile
3 Enlightened Tutor
Sorceries:
4 Armageddon
Creatures:
4 Knight of the Holy Nimbus
3 Clergy of the Holy Nimbus
3 Serra Avenger
2 Mystic Crusader***
2 Exalted Angel***
Sideboard:
1 Warmth
1 Chalice of the Void
1 Powder Keg
1 Pulse of the Fields
1 Faerie Macabre
1 Tormod's Crypt
1 Relic of Progenitus
1 Ravenous Trap
2 Defense Grid
1 Wheel of Sun and Moon
4 Mindbreak Trap