overlord95
06-06-2007, 07:42 PM
Well, this is my attempt at making a viable combo deck that plays the DC/Top/Balance combo in it. I think I did a decent job.
DECK LIST:
// Lands
4 [OD] Island (2)
4 [ON] Polluted Delta
4 [ON] Flooded Strand
2 [u] Underground Sea
1 [MM] Swamp (4)
// Creatures
4 [RAV] Dark Confidant
// Spells
3 [OV] Meditate
4 [CS] Counterbalance
3 [OD] Predict
3 [SC] Tendrils of Agony
4 [AL] Force of Will
4 [TO] Cabal Ritual
4 [IA] Brainstorm
4 [R] Dark Ritual
4 [TE] Lotus Petal
4 [MR] Chrome Mox
4 [CHK] Sensei's Divining Top
// Sideboard
SB: 2 [DS] Echoing Truth
SB: 1 [PS] Rushing River
SB: 1 [ON] Chain of Vapor
SB: 4 [u] Blue Elemental Blast
SB: 3 [IA] Hydroblast
SB: 4 [7E] Duress
Quick deck explanations:
Basically you play out things like Bob, Top, Counterbalance, and what not on the first few turns of the game. This normally puts people on edge, especially if you have a Mox to speed things up a bit. Those 3 cards by themselves are powerhouses. So you do all that and hopefully lock down the game, if not you stall for a while or just draw cards with Top, DC, and Predict. This should build up a nice land count and spell count in your hand. So then you just kinda win the game out of nowhere. Going off with this deck is rather easy. There aren’t any complicated procedures or really complicated math to know, just when you have a Meditate and some decent mana start playing spells, it’ll all come together. Remember if you just have a shit load of mana and 2 Tops you can just draw them together over and over for storm.
A few match up analysis:
Ironically Goblins is your worst matchup, but it’s still not that bad, especially after boarding in your Blasts. Game one can be rough but you can still go off pretty fast with a good hand. Games two and three you board out your Predicts and Counterbalances for Blasts and just go to town. Hold them off until you think you can go off.
Your best matchups are Aggro/Control and Control. You just have to many things for them to worry about, and if they don’t worry about it all, they get over come with card advantage and you just win.
Solidarity can be a tricky match-up, but it’s been on the decline these days so no worries.
Against other fast combo, side in your Duresses and Echoing Truth (EtW tokens) and just play the control deck until you can go off.
That’s just a basic runthrough, but the deck is pretty self explainatory. Thoughts? Comments
DECK LIST:
// Lands
4 [OD] Island (2)
4 [ON] Polluted Delta
4 [ON] Flooded Strand
2 [u] Underground Sea
1 [MM] Swamp (4)
// Creatures
4 [RAV] Dark Confidant
// Spells
3 [OV] Meditate
4 [CS] Counterbalance
3 [OD] Predict
3 [SC] Tendrils of Agony
4 [AL] Force of Will
4 [TO] Cabal Ritual
4 [IA] Brainstorm
4 [R] Dark Ritual
4 [TE] Lotus Petal
4 [MR] Chrome Mox
4 [CHK] Sensei's Divining Top
// Sideboard
SB: 2 [DS] Echoing Truth
SB: 1 [PS] Rushing River
SB: 1 [ON] Chain of Vapor
SB: 4 [u] Blue Elemental Blast
SB: 3 [IA] Hydroblast
SB: 4 [7E] Duress
Quick deck explanations:
Basically you play out things like Bob, Top, Counterbalance, and what not on the first few turns of the game. This normally puts people on edge, especially if you have a Mox to speed things up a bit. Those 3 cards by themselves are powerhouses. So you do all that and hopefully lock down the game, if not you stall for a while or just draw cards with Top, DC, and Predict. This should build up a nice land count and spell count in your hand. So then you just kinda win the game out of nowhere. Going off with this deck is rather easy. There aren’t any complicated procedures or really complicated math to know, just when you have a Meditate and some decent mana start playing spells, it’ll all come together. Remember if you just have a shit load of mana and 2 Tops you can just draw them together over and over for storm.
A few match up analysis:
Ironically Goblins is your worst matchup, but it’s still not that bad, especially after boarding in your Blasts. Game one can be rough but you can still go off pretty fast with a good hand. Games two and three you board out your Predicts and Counterbalances for Blasts and just go to town. Hold them off until you think you can go off.
Your best matchups are Aggro/Control and Control. You just have to many things for them to worry about, and if they don’t worry about it all, they get over come with card advantage and you just win.
Solidarity can be a tricky match-up, but it’s been on the decline these days so no worries.
Against other fast combo, side in your Duresses and Echoing Truth (EtW tokens) and just play the control deck until you can go off.
That’s just a basic runthrough, but the deck is pretty self explainatory. Thoughts? Comments