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.
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.