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
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