FTW
08-14-2013, 12:14 AM
Any suggestions to make this actually consistent?
//21 spells:
4 Lightning Bolt
4 Path to Exile
4 Lightning Helix
3 Orim's Chant
1 Silence
3 Enlightened Tutor
2 Wear
//13 artifacts/enchantments
4 Isochron Scepter
2 Sundial of the Infinite
2 Humility
4 Rest in Peace
1 Helm of Obedience
//2 LOL:
2 Final Fortune
//24 manas:
3 Chrome Mox
4 Ancient Tomb
1 Great Furnace
1 Ancient Den
4 Arid Mesa
1 Scalding Tarn
1 Flooded Strand
4 Plateau
2 Mountain
2 Plains
1 Karakas
//SB:
3 Nevermore
4 Leyline of Sanctity
2 Wrath of God
1 Wear
3 Defense Grid
2 Karmic Justice
Basically you can Scepter-Chant lock them. But because that loses to Abrupt Decay, you Scepter-Final Fortune + end the turn with Sundial to take infinite turns, eventually burning them out with Scepter+burn or RiP+Helm. Ideally they quit for you using such a lame lock.
Humility+Wrath hates on creatures
Leyline hates on burn, combo and discard
Nevermore hates on Abrupt Decay and combo
Wear//Tear hates on Pithing Needle, equipment, other control decks
Defense Grid hates on Islands
Sundial lets you end the turn if opponent tries to cast something annoying on your turn. Scepter-Chant keeps them from casting stuff on their turn. The combination locks them out pretty well.
Sundial is also hilarious with Final Fortune
//21 spells:
4 Lightning Bolt
4 Path to Exile
4 Lightning Helix
3 Orim's Chant
1 Silence
3 Enlightened Tutor
2 Wear
//13 artifacts/enchantments
4 Isochron Scepter
2 Sundial of the Infinite
2 Humility
4 Rest in Peace
1 Helm of Obedience
//2 LOL:
2 Final Fortune
//24 manas:
3 Chrome Mox
4 Ancient Tomb
1 Great Furnace
1 Ancient Den
4 Arid Mesa
1 Scalding Tarn
1 Flooded Strand
4 Plateau
2 Mountain
2 Plains
1 Karakas
//SB:
3 Nevermore
4 Leyline of Sanctity
2 Wrath of God
1 Wear
3 Defense Grid
2 Karmic Justice
Basically you can Scepter-Chant lock them. But because that loses to Abrupt Decay, you Scepter-Final Fortune + end the turn with Sundial to take infinite turns, eventually burning them out with Scepter+burn or RiP+Helm. Ideally they quit for you using such a lame lock.
Humility+Wrath hates on creatures
Leyline hates on burn, combo and discard
Nevermore hates on Abrupt Decay and combo
Wear//Tear hates on Pithing Needle, equipment, other control decks
Defense Grid hates on Islands
Sundial lets you end the turn if opponent tries to cast something annoying on your turn. Scepter-Chant keeps them from casting stuff on their turn. The combination locks them out pretty well.
Sundial is also hilarious with Final Fortune