KntrellCL
06-14-2013, 04:01 AM
It's a blue based deck, with some engines inside to compete against Aggro and Tempo decks.
Creatures [2]
2 Snapcaster Mage
Counterspells [11]
4 Force of Will
3 Spell Pierce
4 Spell Snare
Cantrips [4]
4 Brainstorm
Removal [11]
4 Swords to Plowshares
3 Supremme Verdict
3 Punishing Fire
1 Engineered Explosives
Assist [3]
3 Life from the Loam
PWs [3]
3 Jace, the Mindsculptor
Lands [27]
Mana Lands [18]
4 Misty Rainforest
4 Flooded Strand
2 Grove of the Burnwillows
3 Tundra
3 Volcanic Island
1 Tropical Island
1 Forest
Utility Lands [5]
3 Wasteland
1 Academy Ruins
1 Karakas
Manlands [4]
4 Mishra's Factory
Ive been working the last couple of weeks on this deck list, showing some good results against control and aggro decks.
Creatures:
Snapcaster is just nuts against aggro decks with StP, sometimes with Supreme Verdict/brainstorms.
Removal:
I added the third Supreme Verdict instead of the fourth Jace (since I dont own the 4th one)... but it has been a good replacement for the moment (I was using Elspeth, but it was very suboptimal) plus S.V counts for my blue spells.
Punishing Fire is a very powerful engine against control decks like deathblade or aggro decks like goblins if they dont start with aether vial and go nuts.
Engineered Explosives is good enough in a 4C deck and has recursion with Academy Ruins.
Counterspells:
The deck has 23 blue spells, letting me play Force of Will pretty consistently. Spell Pierce is a must have (I still want to play the 4th copy). Spell Snare has shown very good results by taking away some very good spells on my metagame...like rest in piece, dark confidant... any hymn to tourach (1x1 instead 2x1), stoneforge, etc...
Assist:
I like the idea of playing LFTL in any control deck, it helps my with my greedy manabase, also protects me against wastelands and have some value with my own lands. Why 3? Because I want it on early game, where the deck cant afford missing a land drop. As second function, it fills my hand with a lot of lands, making my late game brainstorm PRETTY damn good.
I dont have many 3 CMC spells, but Punishing Fire fills that space (1 grove + 2 mana to cast) or turn 3 LFTL droping the third always the third land (for pierce, snare, etc).
Lands:
8 fetchlands to support the 4 colour manabase.
Grove to keep my P. Fire online.
Wasteland to take care of opposing groves or some other lands (i usually dont soft lock people with wastelands, since I dont play early threats but sometimes is GG).
Mishra's Factory... I just love this card... may be is just a 2/2 manland but it can trade with Nimble Mongoose, stops goblin lackey, etc...
Im having real problemas against S&T and burn... so Im going to dedicated most of my SB to those MUs.
My actual SB
3 REB
2 Surgical Extration
1 Spell Pierce
2 Krosan Grip
1 Ancient Grude
1 Moat
1 Humility
1 Pithing Needle
1 CoP: Red
2 Enlightened Tutor
I think Vendilion Clique should be a must have on SB against S&T (at least 3). The Enlightened tutor pack on G2 is pretty good and safe if you dont know what are you going to face on the tournament.
Creatures [2]
2 Snapcaster Mage
Counterspells [11]
4 Force of Will
3 Spell Pierce
4 Spell Snare
Cantrips [4]
4 Brainstorm
Removal [11]
4 Swords to Plowshares
3 Supremme Verdict
3 Punishing Fire
1 Engineered Explosives
Assist [3]
3 Life from the Loam
PWs [3]
3 Jace, the Mindsculptor
Lands [27]
Mana Lands [18]
4 Misty Rainforest
4 Flooded Strand
2 Grove of the Burnwillows
3 Tundra
3 Volcanic Island
1 Tropical Island
1 Forest
Utility Lands [5]
3 Wasteland
1 Academy Ruins
1 Karakas
Manlands [4]
4 Mishra's Factory
Ive been working the last couple of weeks on this deck list, showing some good results against control and aggro decks.
Creatures:
Snapcaster is just nuts against aggro decks with StP, sometimes with Supreme Verdict/brainstorms.
Removal:
I added the third Supreme Verdict instead of the fourth Jace (since I dont own the 4th one)... but it has been a good replacement for the moment (I was using Elspeth, but it was very suboptimal) plus S.V counts for my blue spells.
Punishing Fire is a very powerful engine against control decks like deathblade or aggro decks like goblins if they dont start with aether vial and go nuts.
Engineered Explosives is good enough in a 4C deck and has recursion with Academy Ruins.
Counterspells:
The deck has 23 blue spells, letting me play Force of Will pretty consistently. Spell Pierce is a must have (I still want to play the 4th copy). Spell Snare has shown very good results by taking away some very good spells on my metagame...like rest in piece, dark confidant... any hymn to tourach (1x1 instead 2x1), stoneforge, etc...
Assist:
I like the idea of playing LFTL in any control deck, it helps my with my greedy manabase, also protects me against wastelands and have some value with my own lands. Why 3? Because I want it on early game, where the deck cant afford missing a land drop. As second function, it fills my hand with a lot of lands, making my late game brainstorm PRETTY damn good.
I dont have many 3 CMC spells, but Punishing Fire fills that space (1 grove + 2 mana to cast) or turn 3 LFTL droping the third always the third land (for pierce, snare, etc).
Lands:
8 fetchlands to support the 4 colour manabase.
Grove to keep my P. Fire online.
Wasteland to take care of opposing groves or some other lands (i usually dont soft lock people with wastelands, since I dont play early threats but sometimes is GG).
Mishra's Factory... I just love this card... may be is just a 2/2 manland but it can trade with Nimble Mongoose, stops goblin lackey, etc...
Im having real problemas against S&T and burn... so Im going to dedicated most of my SB to those MUs.
My actual SB
3 REB
2 Surgical Extration
1 Spell Pierce
2 Krosan Grip
1 Ancient Grude
1 Moat
1 Humility
1 Pithing Needle
1 CoP: Red
2 Enlightened Tutor
I think Vendilion Clique should be a must have on SB against S&T (at least 3). The Enlightened tutor pack on G2 is pretty good and safe if you dont know what are you going to face on the tournament.