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wilson
02-26-2011, 04:58 PM
Hi,

Deck:

4 Aether Vial

4 Cosis Trickster
4 Leonin Arbiter
(4 Coast Watcher)
2 Stoneforge Mystic
4 Aven Mindcensor
2 Aven Mimeomancer

4 Force of Will
4 Daze
2 Spell Pierce
4 Path to Exile

2 Jitte

4 Tundra
4 Hallowed Fountain
4 Island
4 Wasteland
4 Ghost Quarter


So, Idea is to abuse Arbiter and Mindcensor, to disturb opponent when tutoring/fetching and making use of qhost quarter in addition to wasteland. Cosis Trickster seems to not fit the plan, but hes good in punishing opponent fpr fethching and sometimes qhost quarter make him +1+1, too, so he fits rly good.

Force, Daze and Vial are important in the Tempo game and when abusing waste/quarter vial is needed for keeping the pressure up. Imo the problem of the Deck is the manabase due to Daze, because u need Islands, there are better options for Hallowed Fountain like Seachorme Coast for example. Also, Blue Count for Force may be a bit low at 20. Well i rly rly rly like Force/Daze but perhaps it is necessary to stabilize the mana base so not running daze. Perhaps more Spell Pierce or Snare.

U have Ideas for the Manabase? also, Coast Guard is just there because i didint know what to fit in there^^ maybe if i cut FOW and Daze i dont have to run blue Creatures but splashing Blue just for Spell Pierce / Snare seems odd, Force an Daze are the only good reasons for Splashing imo and i rly want to keep em in, they just fit perfect with vial / land denial.

Also, SFM seems a bit antisynergistic but with two copys its no Problem most of the time rly.

Ok, critics and suggestions very much appreciated ^^ lets see what can be made better

Jabari
02-26-2011, 05:19 PM
I was actually about to post a similar list but this one was already up. First I would cut SFM and replace it with 2 Jitte's considering you don't have any in your list yet. Drop Cosi's trickster - the whole point of arbiter and mindcenser is to prevent them from shuffling.

Personally the list I'm thinking of is more of a prison style deck whereas this is Tempo-ish? I'm assuming

My thoughts would be make it Mono White, maybe something like this.


Creatures

3 Serra Avenger
4 Leonin Arbiter
4 Aven Mindcensor
2 Phyrexian Revoker

Artifacts

4 Lotus Petal
3 Crucible of Worlds
2 Umezawa's Jitte
4 Aether Vial
2 Isochron Scepter

Spells

4 Swords to Plowshares
4 Path to Exile
4 Orim's Chant

Lands

4 Wasteland
4 Ghostquarter
12 Plains


I figure with this list you can power out a turn 1 Arbiter or turn 2 Mindcensor, which could be completely backbreaking.

from Cairo
02-26-2011, 09:56 PM
So, Idea is to abuse Arbiter and Mindcensor, to disturb opponent when tutoring/fetching and making use of qhost quarter in addition to wasteland. Cosis Trickster seems to not fit the plan, but hes good in punishing opponent fpr fethching and sometimes qhost quarter make him +1+1, too, so he fits rly good.

Force, Daze and Vial are important in the Tempo game and when abusing waste/quarter vial is needed for keeping the pressure up. Imo the problem of the Deck is the manabase due to Daze, because u need Islands, there are better options for Hallowed Fountain like Seachorme Coast for example. Also, Blue Count for Force may be a bit low at 20. Well i rly rly rly like Force/Daze but perhaps it is necessary to stabilize the mana base so not running daze. Perhaps more Spell Pierce or Snare.

U have Ideas for the Manabase? also, Coast Guard is just there because i didint know what to fit in there^^ maybe if i cut FOW and Daze i dont have to run blue Creatures but splashing Blue just for Spell Pierce / Snare seems odd, Force an Daze are the only good reasons for Splashing imo and i rly want to keep em in, they just fit perfect with vial / land denial.

Also, SFM seems a bit antisynergistic but with two copys its no Problem most of the time rly.

Ok, critics and suggestions very much appreciated ^^ lets see what can be made better

Trickster seems awful, it's not even played in Merfolk and you're running a bunch of cards to prevent it from triggering.

Mother of Runes, Cursecatcher, maybe Stormscape Apprentice? I'd pick something with a good utility ability for the 1cc slot.

Coast Watcher seems narrow. I like the idea of adding Phyrexian Revoker, keeps opponents off of Sensei's Divining Top and Artifact mana that might otherwise help them through your disruption - Meddling Mage could be an option for this slot too.

You might want to check out the UW Tempo thread too. It's a different direction of UW Fish, but it might offer some ideas.

perm
02-27-2011, 12:09 AM
8 Wastelands is pushing it. I reccommend some land recursion method, and/or 2 Flagstones to be used with ghost quarter on yourself in a bind