Holo_rip
10-14-2007, 12:34 PM
Hello there,
i have been lurking on the source for quite a long time now. Looking for information to improve my playskill, improve my deck and all. I'm a huge fan of deck such as B/W Confidant, U/W Landstill and stuff like that.
I'm gonna present you a deck that i have been working for nearly 2 month. As stated before, i'm a big fan of B/W Confidant and Landstill, and that's why i came up building an B/W control deck. Some guys on MWS have ask me my list, but i have been keeping it secret till i post it here on the source.
First, the name. Could be better, but haven't found another. It refer to "white men can't jump" (not really the film, but for basket ball). It is linked to a card wich is quite important to this deck and his strategy.
I will be glad to hear some feedback about my creation, in order to improve it.
Thanks all, and here we go.
So, maybe a decklist hum ?
Land (23) :
4 scrubland
3 Bloodstained Mire
3 Windswept heath
3 Wasteland
3 Mishra's Factory
4 Swamp
3 Plains
Creature (3) :
2 Eternal Dragon
1 Tombstalker
Spells (35):
4 Sword To Plowshares
2 Engineered Explosives
2 Pulse of the Fields
3 Vindicate
3 Night's whisper
2 Skeletal Scrying
1 Crucible of Worlds
3 Enlightened Tutor
2 Smother
1 Moat
1 Sensei's divination top
4 Duress
4 Hymn to Tourach
3 Decree of Justice
Sideboard (15) :
3 Engineered Plague
3 Disenchant
4 Chalice of the void
3 Extirpate
1 Humility
1 Pithing Needle
Ok, so here it is. 61 card i know, but well, i don't like to have only 1 smother.
Then, some explanation :
-4 Scrubland : kind of needed isn't ?
-6 fetch : 6 seem to be enought with crucible to have good synegie with top, a split of 3/3 allow me to have acces to the color i needed when i need it (the deck have sometime trouble with mana, with double white and double black card)
- 3 wasteland : got crucible, and it allow some tempo. Recursive wasteland can be a pain.
- 3 Mishra's factory : here mainly as a recursive defender. We need to survive the early game. My point of view is that it is one of the most arguable card in this deck due to double color cost.
- 4 swamp : basic ftw.
- 3 plains : basic ftw.
- 2 Eternal dragon : win condition, mana stabilizer and recursive beater. Don't think that we have to argue about him, maybe one more eternal.
- 1 Tombstalker : another beater. I really live in fear of extirpate, so that i won't be fucked up if someone extirpate my eternal. i have no that much problem to get card in graveyard, useally i cast it for 2.
- 3 DOJ : beatter, instant blocker, and drawer. I mainly hard cast it, gonna see why in some minute.
- 4 STP : creature removal, best of the game. next.
- 3 Vindicate : mainly as creature removal, but i choose it because of it's versality.
- 2 Smother : again, creature removal. I don't wanna sit there with a Meddling chanting STP or vindicate.
- 2 EE : mass removal, mainly for ETW token, but it help a lot with a large field of creature, with tarmagoyf costing only 2.
- 3 Night's Whisper : i need to gain card advantage and dig my library to get the right answer. Net you two card for two life. Great.
- 2 Skeletal Scrying : Another card that gain my card advantage. instant, so i can cast it at the opponent end of turn. Only two because i don't want to be fucked up if i draw a tombstalker.
- 2 Pulse of the Field : life gain, many deck have trouble with it. Moreover, with 5 Card that draw me card and hurt me, i should say that this is kind of necessary. It have won me some game against combo deck, and many against aggro-control.
- Enligthened Tutor : this is my toolbox. Needed.
- Crucible : allow recursive mishra's and wasteland, isn't that needed, can be change, but it is great as a one off, and you can still pick it when needed with ET.
- SDT : allow card quality, and have good synergie with fetch. One of, i don't want it early game, and i pick it up with ET.
- Moat : this is THE soul of the deck. First we disrupt and answer threat, then we drop a moat to lock out our opponent and play big flying dude. it is really a hard lock against many deck.
- duress : disrupt are needed, and i don't play blue. Will test Thoughseize in it place.
- Hymn to Tourach : disrupt again. Needed.
The point of this deck is to control the early game and the go to the beatdown via some Flying men for the win. I originaly build this deck to have an answer to nearly all. For this, i have put a little toolbox via EE and Moat.
Moat is the very soul of the deck. The main plan is to disrupt the opponent, then play moat and then go for the distance via eternal dragon, DOJ token or Tombstalker.
Ok, that's it. I think i haven't forgot a thing. This deck can be still improved, it manabase have to be, but well, i haven't work that hard on the manabase.
Thanks for all of your feedback by advance.
Holo.
i have been lurking on the source for quite a long time now. Looking for information to improve my playskill, improve my deck and all. I'm a huge fan of deck such as B/W Confidant, U/W Landstill and stuff like that.
I'm gonna present you a deck that i have been working for nearly 2 month. As stated before, i'm a big fan of B/W Confidant and Landstill, and that's why i came up building an B/W control deck. Some guys on MWS have ask me my list, but i have been keeping it secret till i post it here on the source.
First, the name. Could be better, but haven't found another. It refer to "white men can't jump" (not really the film, but for basket ball). It is linked to a card wich is quite important to this deck and his strategy.
I will be glad to hear some feedback about my creation, in order to improve it.
Thanks all, and here we go.
So, maybe a decklist hum ?
Land (23) :
4 scrubland
3 Bloodstained Mire
3 Windswept heath
3 Wasteland
3 Mishra's Factory
4 Swamp
3 Plains
Creature (3) :
2 Eternal Dragon
1 Tombstalker
Spells (35):
4 Sword To Plowshares
2 Engineered Explosives
2 Pulse of the Fields
3 Vindicate
3 Night's whisper
2 Skeletal Scrying
1 Crucible of Worlds
3 Enlightened Tutor
2 Smother
1 Moat
1 Sensei's divination top
4 Duress
4 Hymn to Tourach
3 Decree of Justice
Sideboard (15) :
3 Engineered Plague
3 Disenchant
4 Chalice of the void
3 Extirpate
1 Humility
1 Pithing Needle
Ok, so here it is. 61 card i know, but well, i don't like to have only 1 smother.
Then, some explanation :
-4 Scrubland : kind of needed isn't ?
-6 fetch : 6 seem to be enought with crucible to have good synegie with top, a split of 3/3 allow me to have acces to the color i needed when i need it (the deck have sometime trouble with mana, with double white and double black card)
- 3 wasteland : got crucible, and it allow some tempo. Recursive wasteland can be a pain.
- 3 Mishra's factory : here mainly as a recursive defender. We need to survive the early game. My point of view is that it is one of the most arguable card in this deck due to double color cost.
- 4 swamp : basic ftw.
- 3 plains : basic ftw.
- 2 Eternal dragon : win condition, mana stabilizer and recursive beater. Don't think that we have to argue about him, maybe one more eternal.
- 1 Tombstalker : another beater. I really live in fear of extirpate, so that i won't be fucked up if someone extirpate my eternal. i have no that much problem to get card in graveyard, useally i cast it for 2.
- 3 DOJ : beatter, instant blocker, and drawer. I mainly hard cast it, gonna see why in some minute.
- 4 STP : creature removal, best of the game. next.
- 3 Vindicate : mainly as creature removal, but i choose it because of it's versality.
- 2 Smother : again, creature removal. I don't wanna sit there with a Meddling chanting STP or vindicate.
- 2 EE : mass removal, mainly for ETW token, but it help a lot with a large field of creature, with tarmagoyf costing only 2.
- 3 Night's Whisper : i need to gain card advantage and dig my library to get the right answer. Net you two card for two life. Great.
- 2 Skeletal Scrying : Another card that gain my card advantage. instant, so i can cast it at the opponent end of turn. Only two because i don't want to be fucked up if i draw a tombstalker.
- 2 Pulse of the Field : life gain, many deck have trouble with it. Moreover, with 5 Card that draw me card and hurt me, i should say that this is kind of necessary. It have won me some game against combo deck, and many against aggro-control.
- Enligthened Tutor : this is my toolbox. Needed.
- Crucible : allow recursive mishra's and wasteland, isn't that needed, can be change, but it is great as a one off, and you can still pick it when needed with ET.
- SDT : allow card quality, and have good synergie with fetch. One of, i don't want it early game, and i pick it up with ET.
- Moat : this is THE soul of the deck. First we disrupt and answer threat, then we drop a moat to lock out our opponent and play big flying dude. it is really a hard lock against many deck.
- duress : disrupt are needed, and i don't play blue. Will test Thoughseize in it place.
- Hymn to Tourach : disrupt again. Needed.
The point of this deck is to control the early game and the go to the beatdown via some Flying men for the win. I originaly build this deck to have an answer to nearly all. For this, i have put a little toolbox via EE and Moat.
Moat is the very soul of the deck. The main plan is to disrupt the opponent, then play moat and then go for the distance via eternal dragon, DOJ token or Tombstalker.
Ok, that's it. I think i haven't forgot a thing. This deck can be still improved, it manabase have to be, but well, i haven't work that hard on the manabase.
Thanks for all of your feedback by advance.
Holo.