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Counterspell
02-18-2007, 07:54 PM
Ok, the main idea is to counter and shut down my opponent long enough to lock them up with a constable or fry them with a scepter and a burn card. I really need sideboard and deck suggestions to make this thing tournament ready.

Decklist:

Creatures -
4x Cephalid constable

Enchantments-
2x Ghostly wings
4x Zephids embrace

Spells-
4x Counterspell
4x Boomerang
4x Lightning Bolt
4x Incenerate
2x Cancel
2x Daze
4x Force of Will

Artifacts-
4x Isochron Scepter

Land-
16x Island
6x Mountain

Card Exp.

Lands-
I use all basic lands so I dont get wastelanded. Since Ive never been mana screwed or color screwed in extensive gaming I dont see the point.

Cephalid Constable - One of the key cards in this deck, but not the entire strategy. Basic idea is to buff it up and give it flying after removing any blockers, than to return everything the opponent has. Landlocking is the main idea here.

Ghostly Wings - A good veratile enchantment, its used mainly as a support, and its return to hand ability comes in handy in emergencies.

Zephids embrace - The main power behind the constable. Gives it +2 +2 and flying, and also disables it from being the target of spells or abilities, shutting down most removal.

Counterspell - Self explanatory, since this deck relies on staving off my opponents until I can lock them up or fry them with a sceptered burn, this is a definate 4x

Boomerang - quick removal for things like pithing needle that can shut down the whole deck.

Lightning Bolt - There for removal mainly, but also good for game ending damage.

Incenerate - Same as lightning bolt.

Cancel - Just a supplementary counter, usefull, but only two are needed.

Daze - a quick stopper for an opponent who taps out or for their opening move.

Force of will - A very versatile counter, shutting down early killer combos or devastating first turn moves, a definate four of.

Isocron scepter - Usefull in so many ways in this deck with Boomerang, counterspell, or either burn card, this can be anything from a back up plan to a huge obstacle for my opponents, definately using four.

Ive played this deck locally alot, and most people have a very hard time winning even two out of six games.

kicks_422
02-19-2007, 02:26 AM
I use all basic lands so I dont get wastelanded.

This is like saying "I don't want to live in a house because it might get hot inside."

You need fetches, duals, and your choice between Mishra's Factory and Wasteland. You might want to consider equipment over the enchantments too, such as Sword of Fire and Ice and/or Umezawa's Jitte.

Iranon
02-19-2007, 06:29 AM
If you feel you don't need Duals- good for you (although 6 red lands and no library manipulation seems very iffy). Even if that holds true, Fetch Lands and Brainstorm would add consistency to any blue-based control deck.

Your game plan is inherently risky - whenever you Stick something or enchant a Cephalid you set yourself up for a possibly crippling blow if they have the appropriate removal.

What are the reasons for playing your lock over Scepter/Chant, given that it is slower, just as vulnerable and it requires more pieces?

Finn
02-19-2007, 10:24 AM
You might want to never ever play those useless gawdawful useless enchantments, instead use Sword of Fire and Ice and/or Umezawa's Jitte.
Corrected this one for you.

Personally I love having six creature enchantments in decks with only four creatures. Well, except when I have to cut some to make room for Deathlace. Cuz ya never know when some uppity smartypants might try to cast Terror at one of those creatures.


Ive played this deck locally alot, and most people have a very hard time winning even two out of six games.
I keep telling you that those people are playing sealed! You never listen, Never! It's just like that time with the goats and...

Seriously, check out the discussions behind some of the well-developed decks in either the open or metagame forums and you will notice that you really need a direction. Generally speaking, Legacy decks that don't do some fancy manipulating of rules or accomplish potentially two things with every card are going to get buried by those that do. And yours does neither. Not in its current form.