thefreakaccident
03-18-2007, 11:39 AM
HISTORY
I started playing magic several years ago (about 5 now).
I was always the one guy that liked control based decks, I was a man with a mission, to control my friends aggro-like deck (mono green stompy). He would come to school every day, we would play at lunch and he would beat me (keep in mind that this was about 1 &1/2 years before I ever even realized there were tournaments). I eventually created a mono-black control deck (yes it started as a mono black deck). I eventually turned it into an anti creature based deck and beat everybody at my school (they just used creatures). I eventually discovered a local tourney, and opted to play at it. I lost miserably, but picked up some new ideas (why not splice blue?) My deck eventually turned into a BU wizard aggro control (yes I said it), this deck still beat my friends at school, but I was not satisfied with my performance at the tournament, I had a new goal. I continued to go to the tourney every week, with hopes to grow and improove as a competative magic player, that is where I saw it (the holy grail? sorry no), I saw a BU Atog deck with scepters for a controlling aspect (how ingenious!). I then changed my deck into a blue black scepter control (edicts counterspells + whatever).
This strategy did not work out in the least.
I was disappointed to say the least.
I then dropped the deck for my LD deck (braids, which was BR at the time), which was down the same loosing streak, there had to be a way for that scepter to be good.
The deck took one step closer to its' final goal, it became UR control, with burn & blue counter. I was eventually doing good with the deck with some help from my friends (Devastater & others). The idea for the white splash eventually came to me with the idea of using moments silence (soon to be orim's chant) & swords to plowshares. The finalized list eventually led me to win the tournament several times & consistantly placed whenever I played with it.
The deck eventually morphed into scepter chant, this is my list:
DECK:
lands// 24
4 tundra
4 island
3 plains
4 flooded strand
3 faerie conclave
3 wasteland
3 mishra's factory
spells//37
4 force of will
4 counterspell
2 wrath of god
2 humility
4 standstill
3 swords to plowshares
2 crucibles
3 isochron scepter
3 cunning wish
2 decree of justice
4 brainstorm
2 fact or fiction
2 orim's chant
META:
I live in San Diego, so my meta is ever changing, but I will try and give a genral overveiw of what it looks like at the moment.
1-4 combo decks (salvenger's game, belcher, solidarity, & occasionally nausia)
3-6 goblins
2-3 threshold
0-1 solidarity
1-2 BHWC landstill
1-2 red death/ mono B sui
1-4 survival varients (welder/ advantage, & ATS)
1-3 fish/ landstill (UW & UR)
1-5 random aggro (affinity, elves, zoo)
1-2 white weenie/ angel stompy
1 brand
0-2 stax
0-1 ichorid
0-1 spring tide
0-3 burn
1-3 braids/ BW control
Card Explanations:
The lands:
Mishra's factory-
an infinite chump blocker, as well as a little beater FTW.
Faerie conclave- man land that can fly overhead, while still being able to produce blue mana (that is why there is 3 of these and only 2 mishra)
The ruins- Makes it so one grip won't destroy the strategy at hand.
ONLY! 3 fetches-
you only ever want to see them early game, becaues you do not want to miss many land drops and once you get a crucible you only need one.
wasteland-
offsets opponents mana base, and can serve as a soft lock with the crucible.
Academy ruins- recurrable scepter, one resolved disenchant/ grip will not put an end to my day.
dual lands-
duh!
The Creature:
Meddling mage:
he helps kill random decks based around few cards, as well as being deadly to most combo decks, he is awesome main board!
The counter magic:
I only have 8, because once you have the scepter, they are usually just dead (except for against certain decks), I usually end up putting a counterspell on a stick in the coarse of most games anyways.
The draw spells:
Decree:
serves as a draw spell and a surprise swarm at the end of my opponents' turn, the surprise aspect does the job for ya.
Brainstorm: the single best draw spell allowed in legacy right now.
Akumulate knowlege:
not many people like this slot (they thionk it should be a fact, but I know better), I have tested the alternatives, and AK is by far the best (can serve as extreme card advantage). All four of them can ensure that you get to draw a grand total of 10 cards!
lock:
scepter:
imprints any 2 cc or lower instant, and allows for mad cheats early/late game.
Orim's chant:
the main lock with the scepter
the wish:
allows me to seek out either of the other two lock peices, as well as letting me side board 1st game (research).
Side board:
Orim's chant:
wishable lockpeice
Enlightened tutor:
lets me seek out side board cards as well as important artifacts.
Dismantling blow/ swords to plowshares: situational spot removal to get rid of unexpected things that could hark my starategy.
research/developement: allows me to grab my side board cards and use them game one, or letting me draw massive amounts of cards/ produces creatures maybe.
Humility: crushes all creature on board & serves as mad cheats in conjunction with DoJ.
Archane Lab: destroys combo, and allows me to have another locking strategy (this + scepter with counterspell).
pithing needle: one of the best utility artifacts of the game, being able to throw a rench in the gears of most decks.
I think that this deck may become a new threat (in the control form of things) in Legacy, for as we all know that is already true for extended.
Feel free to ask your own questions, I am always willing to answer.
I started playing magic several years ago (about 5 now).
I was always the one guy that liked control based decks, I was a man with a mission, to control my friends aggro-like deck (mono green stompy). He would come to school every day, we would play at lunch and he would beat me (keep in mind that this was about 1 &1/2 years before I ever even realized there were tournaments). I eventually created a mono-black control deck (yes it started as a mono black deck). I eventually turned it into an anti creature based deck and beat everybody at my school (they just used creatures). I eventually discovered a local tourney, and opted to play at it. I lost miserably, but picked up some new ideas (why not splice blue?) My deck eventually turned into a BU wizard aggro control (yes I said it), this deck still beat my friends at school, but I was not satisfied with my performance at the tournament, I had a new goal. I continued to go to the tourney every week, with hopes to grow and improove as a competative magic player, that is where I saw it (the holy grail? sorry no), I saw a BU Atog deck with scepters for a controlling aspect (how ingenious!). I then changed my deck into a blue black scepter control (edicts counterspells + whatever).
This strategy did not work out in the least.
I was disappointed to say the least.
I then dropped the deck for my LD deck (braids, which was BR at the time), which was down the same loosing streak, there had to be a way for that scepter to be good.
The deck took one step closer to its' final goal, it became UR control, with burn & blue counter. I was eventually doing good with the deck with some help from my friends (Devastater & others). The idea for the white splash eventually came to me with the idea of using moments silence (soon to be orim's chant) & swords to plowshares. The finalized list eventually led me to win the tournament several times & consistantly placed whenever I played with it.
The deck eventually morphed into scepter chant, this is my list:
DECK:
lands// 24
4 tundra
4 island
3 plains
4 flooded strand
3 faerie conclave
3 wasteland
3 mishra's factory
spells//37
4 force of will
4 counterspell
2 wrath of god
2 humility
4 standstill
3 swords to plowshares
2 crucibles
3 isochron scepter
3 cunning wish
2 decree of justice
4 brainstorm
2 fact or fiction
2 orim's chant
META:
I live in San Diego, so my meta is ever changing, but I will try and give a genral overveiw of what it looks like at the moment.
1-4 combo decks (salvenger's game, belcher, solidarity, & occasionally nausia)
3-6 goblins
2-3 threshold
0-1 solidarity
1-2 BHWC landstill
1-2 red death/ mono B sui
1-4 survival varients (welder/ advantage, & ATS)
1-3 fish/ landstill (UW & UR)
1-5 random aggro (affinity, elves, zoo)
1-2 white weenie/ angel stompy
1 brand
0-2 stax
0-1 ichorid
0-1 spring tide
0-3 burn
1-3 braids/ BW control
Card Explanations:
The lands:
Mishra's factory-
an infinite chump blocker, as well as a little beater FTW.
Faerie conclave- man land that can fly overhead, while still being able to produce blue mana (that is why there is 3 of these and only 2 mishra)
The ruins- Makes it so one grip won't destroy the strategy at hand.
ONLY! 3 fetches-
you only ever want to see them early game, becaues you do not want to miss many land drops and once you get a crucible you only need one.
wasteland-
offsets opponents mana base, and can serve as a soft lock with the crucible.
Academy ruins- recurrable scepter, one resolved disenchant/ grip will not put an end to my day.
dual lands-
duh!
The Creature:
Meddling mage:
he helps kill random decks based around few cards, as well as being deadly to most combo decks, he is awesome main board!
The counter magic:
I only have 8, because once you have the scepter, they are usually just dead (except for against certain decks), I usually end up putting a counterspell on a stick in the coarse of most games anyways.
The draw spells:
Decree:
serves as a draw spell and a surprise swarm at the end of my opponents' turn, the surprise aspect does the job for ya.
Brainstorm: the single best draw spell allowed in legacy right now.
Akumulate knowlege:
not many people like this slot (they thionk it should be a fact, but I know better), I have tested the alternatives, and AK is by far the best (can serve as extreme card advantage). All four of them can ensure that you get to draw a grand total of 10 cards!
lock:
scepter:
imprints any 2 cc or lower instant, and allows for mad cheats early/late game.
Orim's chant:
the main lock with the scepter
the wish:
allows me to seek out either of the other two lock peices, as well as letting me side board 1st game (research).
Side board:
Orim's chant:
wishable lockpeice
Enlightened tutor:
lets me seek out side board cards as well as important artifacts.
Dismantling blow/ swords to plowshares: situational spot removal to get rid of unexpected things that could hark my starategy.
research/developement: allows me to grab my side board cards and use them game one, or letting me draw massive amounts of cards/ produces creatures maybe.
Humility: crushes all creature on board & serves as mad cheats in conjunction with DoJ.
Archane Lab: destroys combo, and allows me to have another locking strategy (this + scepter with counterspell).
pithing needle: one of the best utility artifacts of the game, being able to throw a rench in the gears of most decks.
I think that this deck may become a new threat (in the control form of things) in Legacy, for as we all know that is already true for extended.
Feel free to ask your own questions, I am always willing to answer.