4 City of Brass
4 Gemstone Mine
4 Cephalid Coliseum
1 Tarnished Citadel
1 Undiscovered Paradise
4 Putrid Imp
3 Tireless Tribe
4 Careful Study
3 Breakthrough
4 Golgari Grave-Troll
4 Stinkweed Imp
3 Golgari Thug
4 Ichorid
4 Narcomoeba
4 Bridge from Below
4 Cabal Therapy
3 Dread Return
1 Flame-kin Zealot
1 Cephalid Sage
Sideboard:
4 Null Rod (Null Rod is a HUGE reason behind running 14 lands and no LED)
3 Firestorm (4 is one too many, I found myself never boarding in the whole set.)
2-3 Chain of Vapor
2 Ancient Grudge
1 Ray of Revelation
(These 5-6 slots are pretty flexible. It all depends on personal preference and what you fear the most. It could be some combination of Ingot Chewers and Wispmares, but again: we should take advantage of being able to flashback [and hardcast] spells.)
1 Ancestor's Chosen (Goyf Sligh, Zoo, Goblins)
1-2 Eternal Witness/Llawan, Cephalid Empress/Reveillark/Darkblast/whatever
I ran double Paradise for a while, and fanning open hands with two of them were the worst. It was an easy choice: I'd rather take 3 from Citadel then give up a turn.
Why run Inkwell Leviathan? It really only seems good against U/g/x aggro-control, which we already have a rather favorable matchup against (especially if running Null Rods).
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