DragoFireheart
09-20-2011, 07:19 PM
Basically, we have a deck where we meet the following criteria:
- The card is not overly dependent on others. (ex: Counterbalance and Sensei's Divining Top.
- The card is useful in multiple matchups. (ex: Lightning Bolt. Against Merfolk it acts as additional removal. Against combo decks, it helps us race them).
- The card is powerful in itself.
By selecting only cards that meet these criteria and focusing on a deck that has no bad matchups, we get a deck that is, well, good stuff.
I'll start with a base to get the thought process going:
3 Grim Lavamancer
4 Tarmogoyf
3 Vendilion Clique
4 Brainstorm
4 Force of Will
1 Ice (Fire/Ice)
4 Lightning Bolt
4 Path to Exile
2 Ponder
3 Spell Pierce
3 Spell Snare
2 Flooded Strand
1 Forest
1 Island
3 Misty Rainforest
1 Mountain
1 Plains
3 Scalding Tarn
3 Tropical Island
3 Tundra
3 Volcanic Island
4 Jace, the Mind Sculptor
Sideboard
2 Counterspell
3 Firespout
4 Pyroblast
4 Red Elemental Blast
1 Spell Pierce
1 Spell Snare
Notes:
- I chose Path over swords as it conflicts with Lightning Bolt.
- Grim doesn't conflict enough with Tarmogoyf. The net gain is we have a pinger that is good for keeping merfolk/goblins in check.
- The overload of Red based sideboard cards is to help fights Merfolk, Show and Tell decks, and anticipating a rise in High Tide decks.
- I chose four JTMS for three reasons. One, he's amazing at card advantage and tempo, allowing us some late game power. Two, he's good at killing other Jaces so extras help in that manner. Three, we have excess to pitch to force if needed.
- I decided to overload on the 1cmc counter spells to slow down my opponents first couple turns.
- I purposely avoided non-blue creatures that had multiple color costs (Rhox Warmonk) because this deck is running four colors and is vulnerable to Wasteland. By not using cards that have multiple color costs, it helps trivialize land destruction decks. This deck as it stands now only needs 2 islands and 1 of each non-island to cast any spell.
Any suggestions on how to improve this are more than welcome. There is a great deal of room to make changes to this deck so the more heads thinking on how to make it better, the better it will get.
- The card is not overly dependent on others. (ex: Counterbalance and Sensei's Divining Top.
- The card is useful in multiple matchups. (ex: Lightning Bolt. Against Merfolk it acts as additional removal. Against combo decks, it helps us race them).
- The card is powerful in itself.
By selecting only cards that meet these criteria and focusing on a deck that has no bad matchups, we get a deck that is, well, good stuff.
I'll start with a base to get the thought process going:
3 Grim Lavamancer
4 Tarmogoyf
3 Vendilion Clique
4 Brainstorm
4 Force of Will
1 Ice (Fire/Ice)
4 Lightning Bolt
4 Path to Exile
2 Ponder
3 Spell Pierce
3 Spell Snare
2 Flooded Strand
1 Forest
1 Island
3 Misty Rainforest
1 Mountain
1 Plains
3 Scalding Tarn
3 Tropical Island
3 Tundra
3 Volcanic Island
4 Jace, the Mind Sculptor
Sideboard
2 Counterspell
3 Firespout
4 Pyroblast
4 Red Elemental Blast
1 Spell Pierce
1 Spell Snare
Notes:
- I chose Path over swords as it conflicts with Lightning Bolt.
- Grim doesn't conflict enough with Tarmogoyf. The net gain is we have a pinger that is good for keeping merfolk/goblins in check.
- The overload of Red based sideboard cards is to help fights Merfolk, Show and Tell decks, and anticipating a rise in High Tide decks.
- I chose four JTMS for three reasons. One, he's amazing at card advantage and tempo, allowing us some late game power. Two, he's good at killing other Jaces so extras help in that manner. Three, we have excess to pitch to force if needed.
- I decided to overload on the 1cmc counter spells to slow down my opponents first couple turns.
- I purposely avoided non-blue creatures that had multiple color costs (Rhox Warmonk) because this deck is running four colors and is vulnerable to Wasteland. By not using cards that have multiple color costs, it helps trivialize land destruction decks. This deck as it stands now only needs 2 islands and 1 of each non-island to cast any spell.
Any suggestions on how to improve this are more than welcome. There is a great deal of room to make changes to this deck so the more heads thinking on how to make it better, the better it will get.