FoolofaTook
08-20-2007, 03:04 PM
This is an attempt to cut the middle against Aggro, Aggro-Control and Combo. It's basically designed to play like an aggro deck with a ton of control behind it.
Creatures
4x Kird Ape
4x Tarmogoyf
2x Storm Entity
4x Mishra's Factory
2x Faerie Conclave
Enchantments
4x Standstill
Control
4x Daze
3x Counterspell
2x Flash Counter
Disruption
3x Lightning Bolt
3x Pyroclasm
3x Krosan Grip
1x Berserk
3x Engineered Explosives
3x Chalice of the Void
Land Mana
2x Wooded Foothills
2x Flooded Strand
2x Polluted Delta
4x Taiga
3x Tropical Island
2x Volcanic Island
Creatures - Tarmogoyf is the primary beater with an assist from Storm Entity which can come on as a 5/5 with haste fairly easily in the midgame. Kird Ape is the early blocker and beater and Mishra's Factory and Faerie Conclave are both good against opposing control concepts.
Enchantments - Standstill is in the deck because of Tarmogoyf. An enchantment that not only is likely to land early but that you want to get on the board as soon as you can and that goes into the graveyard very quickly is perfect in this deck.
Control - 9 counters is where most aggro-control decks live these days. No Force of Will because the blue count is not high enough to support it. Flash counter stops enough key spells (StP, Brainstorm, Lightning Bolt, FoW, Daze, Counterspell, Cunning Wish, Dark Ritual, etc) to make it a viable two of.
Disruption - Lightning Bolt, Pyroclasm and Engineered Explosives are all effective anti-creature devices in the meta. The Tarmogoyf problem is handled by the inclusion of Tarmogoyf in the creature list and by Engineered Explosives. Krosan Grip is a no-brainer as non-creature removal, although whether 2 or 3 is the better number to have I don't know. Berserk is a surprise that doubles as creature removal. Note that it gets rid of an attacking Tarmogoyf early on if you can handle the life hit. Chalice of the Void fits in with the counters as the anti-combo element in the deck. It's designed to land for 0 most of the time and cut off the acceleration. It works with Storm Entity also as a pumper.
Basically the deck is designed to put out cheap threats early and gain tempo through Standstill, counters and removal. I suspect it has a pretty good matchup across the board at the moment with weaknesses primarily against slower control and landkill. I'm not even sure that landkill would be all that effective given the ability to get beaters out off as little as 1 mana.
Creatures
4x Kird Ape
4x Tarmogoyf
2x Storm Entity
4x Mishra's Factory
2x Faerie Conclave
Enchantments
4x Standstill
Control
4x Daze
3x Counterspell
2x Flash Counter
Disruption
3x Lightning Bolt
3x Pyroclasm
3x Krosan Grip
1x Berserk
3x Engineered Explosives
3x Chalice of the Void
Land Mana
2x Wooded Foothills
2x Flooded Strand
2x Polluted Delta
4x Taiga
3x Tropical Island
2x Volcanic Island
Creatures - Tarmogoyf is the primary beater with an assist from Storm Entity which can come on as a 5/5 with haste fairly easily in the midgame. Kird Ape is the early blocker and beater and Mishra's Factory and Faerie Conclave are both good against opposing control concepts.
Enchantments - Standstill is in the deck because of Tarmogoyf. An enchantment that not only is likely to land early but that you want to get on the board as soon as you can and that goes into the graveyard very quickly is perfect in this deck.
Control - 9 counters is where most aggro-control decks live these days. No Force of Will because the blue count is not high enough to support it. Flash counter stops enough key spells (StP, Brainstorm, Lightning Bolt, FoW, Daze, Counterspell, Cunning Wish, Dark Ritual, etc) to make it a viable two of.
Disruption - Lightning Bolt, Pyroclasm and Engineered Explosives are all effective anti-creature devices in the meta. The Tarmogoyf problem is handled by the inclusion of Tarmogoyf in the creature list and by Engineered Explosives. Krosan Grip is a no-brainer as non-creature removal, although whether 2 or 3 is the better number to have I don't know. Berserk is a surprise that doubles as creature removal. Note that it gets rid of an attacking Tarmogoyf early on if you can handle the life hit. Chalice of the Void fits in with the counters as the anti-combo element in the deck. It's designed to land for 0 most of the time and cut off the acceleration. It works with Storm Entity also as a pumper.
Basically the deck is designed to put out cheap threats early and gain tempo through Standstill, counters and removal. I suspect it has a pretty good matchup across the board at the moment with weaknesses primarily against slower control and landkill. I'm not even sure that landkill would be all that effective given the ability to get beaters out off as little as 1 mana.