FTW
04-15-2014, 09:53 PM
This deck is aimed at capitalizing on some of the new card releases while also trying to hate out key cards in the meta. This is enchantment-based prison, but not Enchantress. Unlike artifact-based prison, you have a much easier time supporting cards like Chrome Mox and Force of Will.
This is a rough attempt and can hopefully be tuned to be much better.
//spells: 4
4 Kruphix's Insight
//enchantment: 20
4 Enchantress' Presence
2 Rest in Peace
2 Propaganda
2 Moat
2 Solitary Confinement
2 Oblivion Ring
1 Reality Acid
2 Parallax Tide
3 Riptide Chimera
//other permanents: 12
4 Chalice of the Void
4 Trinisphere
4 Jace, the Mind Sculptor
//Mana: 24
4 Chrome Mox
1 Serra's Sanctum
4 Ancient Tomb
3 City of Traitors
3 Windswept Heath
3 Misty Rainforest
2 Savannah
2 Tropical Island
2 Tundra
//Sideboard: 15
2 Rest in Peace
2 Helm of Obedience
2 Supreme Verdict
1 Rhystic Study
2 Aura of Silence
1 Solitary Confinement
4 Leyline of Sanctity
//Other cards to consider:
Detention Sphere
Venser, the Sojourner
Eidolon of Rhetoric
City of Solitude
Sacred Ground
Karmic Justice
Mystic Remora
Kiora, the Crashing Wave
Spreading Seas
Sterling Grove
Thassa, God of the Sea
Heliod, God of the Sun
You're basically always playing the control role and then try to win with Jace ultimate, Confinement lock, Chimera beats or Helm-RiP. A lot of your cards hate out common meta strategies. Chalice/3sphere punish spell-heavy land-light combo and tempo decks. Propaganda/Confinement/Moat make it hard to win with creatures, regardless of whether they have protection from everything and how many equipment they are wearing. RiP maindeck weakens Goyfs, Mongeese, DRS, Lingering Souls not to mention actual GY strategies. Leyline hinders burn, discard and combo. Show and Tell gets pretty funny when you have O-Ring/Confinement to drop, although maybe some other creature hate (but not Humility since that is bad with Chimera) would be good.
Most decks that lead off with T1 Chalice/3sphere lose because they are inconsistent and run out of gas. This deck tries to follow that up with one of 3 sources of major card advantage in the deck:
Enchantress' Presence
Kruphix's Insight
Jace TMS
Ideally, those should help smooth your draws into more interactivity. Chalice and 3Ball control the stack. Your enchantments control the board.
Chimera has some cool interactions with Reality Acid, Solitary Confinement, and Parallax Tide. If you want to build around Chimera interactions, Venser seems really good MD, blinking Parallax Tides and Reality Acids and Spreading Seas all day for mad profit.
Alternate win conditions could include Kiora ultimate or God beatdown. Thassa is cheap, smooths your draws and could be a decent win condition.
Alternate protection pieces could include City of Solitude (to shut down counterspells), Eidolon of Rhetoric (to force them to play 1 card a turn like you and hate out storm while getting to attack back with a body), Sterling Grove (to protect your stuff from bounce/Abrupt Decay and tutor).
Thoughts/suggestions/better directions?
This is a rough attempt and can hopefully be tuned to be much better.
//spells: 4
4 Kruphix's Insight
//enchantment: 20
4 Enchantress' Presence
2 Rest in Peace
2 Propaganda
2 Moat
2 Solitary Confinement
2 Oblivion Ring
1 Reality Acid
2 Parallax Tide
3 Riptide Chimera
//other permanents: 12
4 Chalice of the Void
4 Trinisphere
4 Jace, the Mind Sculptor
//Mana: 24
4 Chrome Mox
1 Serra's Sanctum
4 Ancient Tomb
3 City of Traitors
3 Windswept Heath
3 Misty Rainforest
2 Savannah
2 Tropical Island
2 Tundra
//Sideboard: 15
2 Rest in Peace
2 Helm of Obedience
2 Supreme Verdict
1 Rhystic Study
2 Aura of Silence
1 Solitary Confinement
4 Leyline of Sanctity
//Other cards to consider:
Detention Sphere
Venser, the Sojourner
Eidolon of Rhetoric
City of Solitude
Sacred Ground
Karmic Justice
Mystic Remora
Kiora, the Crashing Wave
Spreading Seas
Sterling Grove
Thassa, God of the Sea
Heliod, God of the Sun
You're basically always playing the control role and then try to win with Jace ultimate, Confinement lock, Chimera beats or Helm-RiP. A lot of your cards hate out common meta strategies. Chalice/3sphere punish spell-heavy land-light combo and tempo decks. Propaganda/Confinement/Moat make it hard to win with creatures, regardless of whether they have protection from everything and how many equipment they are wearing. RiP maindeck weakens Goyfs, Mongeese, DRS, Lingering Souls not to mention actual GY strategies. Leyline hinders burn, discard and combo. Show and Tell gets pretty funny when you have O-Ring/Confinement to drop, although maybe some other creature hate (but not Humility since that is bad with Chimera) would be good.
Most decks that lead off with T1 Chalice/3sphere lose because they are inconsistent and run out of gas. This deck tries to follow that up with one of 3 sources of major card advantage in the deck:
Enchantress' Presence
Kruphix's Insight
Jace TMS
Ideally, those should help smooth your draws into more interactivity. Chalice and 3Ball control the stack. Your enchantments control the board.
Chimera has some cool interactions with Reality Acid, Solitary Confinement, and Parallax Tide. If you want to build around Chimera interactions, Venser seems really good MD, blinking Parallax Tides and Reality Acids and Spreading Seas all day for mad profit.
Alternate win conditions could include Kiora ultimate or God beatdown. Thassa is cheap, smooths your draws and could be a decent win condition.
Alternate protection pieces could include City of Solitude (to shut down counterspells), Eidolon of Rhetoric (to force them to play 1 card a turn like you and hate out storm while getting to attack back with a body), Sterling Grove (to protect your stuff from bounce/Abrupt Decay and tutor).
Thoughts/suggestions/better directions?