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Thread: Battle of Wits!

  1. #41
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    Re: Battle of Wits!

    Notes for the Battle of Wits deck
    cards 250

    lands 99
    Slots to work with151

    rough breakdown
    draw 40
    removal 40
    permission 40
    win 15
    utility 15

    Lands
    Fetches:
    4 Flooded
    4 Polluted
    4 Windswept Heath
    3 Wooded Foothills

    Duals:
    4 Tundra
    4 Tropical Island
    4 Savannah
    2 Hallowed Fountain
    2 Breeding Pool
    2 Temple Garden

    Basics:
    10 Island
    10 Plains
    5 Forest

    Utility (Safely run 26)
    4 Mishra's Factory
    4 Wasteland
    3 Tolaria West
    1 Reliquary Tower
    1 Tabernacle at pendral Vale
    2 Maze of ith
    1 Urza's Factory
    1 Mikokoro, Center of the Sea
    2 Academy Ruins

    6 slots left

    Draw: 40
    4 SDT
    4 FOF
    4 Intuition
    4 Jace
    4 Thirst for knowledge
    4 Accmulative knowledge
    4 Anscestral Visions
    4 Sylvan Library
    4 Gifts Ungiven
    4 brainstorm

    Removal:44
    4 STP
    4 Path
    4 Condemn
    4 EE
    4 Wrath
    4 Disk
    4 Humility
    4 Moat
    4 Route
    4 Vedalken Shackles
    4 Oblivian Ring
    4 runed
    Permission: 28
    4 Force
    4 Counterspell
    4 Counterbalance
    4 Mana Leak
    3 Forbid

    Utility Creatures:
    4 Weathered Wayferor
    4 Trinket Mage
    4 Vendillion Clique

    Utility: 14
    4 Life From The Loam
    4 Cunning Wish
    1 Relic of Progenitus
    1 Crucible of worlds
    4 Eternal Witness

    Win:
    4 Battle of Wits
    4 Elspeth Knight Errant
    1 Mind Slaver
    4 Decree of Justice
    4 Academy Rector

    -Want to find space for the following combos/ synergys

    E Tutor
    Mana Severance/ Charbelcher
    Painter/ Grindstone
    Sceptor/chant?
    Tezzeret?
    Replenish?
    Salvagers combo?

  2. #42
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    Re: Battle of Wits!

    Quote Originally Posted by bruno_tiete View Post
    4 Pentad Prism

    It fixes mana and accelarates whatever business you have to play.


    Jak, I believe several cards, mainly on color duals and fetchs are given. Could we just consider 16 fetchs and 12 duals are in?
    Yeah, I can get with that.

    4 Windswept Heath
    4 Polluted Delta
    4 Wooded Foothills
    4 Tropical Island
    4 Savannah

    I'll go ahead and add 4 Vedalken Shackles since the deck will most likely be heavy blue and this will help against aggro.

    Decklist (so far 120 cards)
    UWg Battle of Wits

    Lands
    4 Tundra
    4 Tropical Island
    4 Savannah
    4 Flooded Strand
    4 Windswept Heath
    4 Polluted Delta
    4 Wooded Foothills
    1 Academy Ruins
    1 Dust Bowl

    Acceleration / Mana Fixing
    4 Pentad Prism

    Draw
    4 Sensei's Divining Top
    4 Brainstorm
    4 Fact or Fiction

    Tutors
    4 Enlightened Tutor
    4 Mystical Tutor
    4 Idyllic Tutor
    4 Intuition
    4 Gifts Ungiven

    Counters
    4 Force of Will
    4 Counterspell
    4 Forbid

    Removal / Creature Control
    4 Vedalken Shackles
    4 Humility
    4 Moat
    4 Wrath of God
    4 Engineered Explosives

    Recursion
    4 Life from the Loam
    4 Crucible of Worlds
    3 Replenish
    1 Regrowth

    Creatures
    4 Academy Rector

    Win
    4 Battle of the Wits

  3. #43
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    Re: Battle of Wits!

    4 Elspeth, Knight Errant

    She's too good to not include. I love things that are both win and creature control.
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  4. #44
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    Re: Battle of Wits!

    Don't forget the cycling lands. Unless you need the removal or counterspell right now, your Gifts pile should almost always be Life from the Loam and three cycling lands.
    InfoNinjas

  5. #45
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    Re: Battle of Wits!

    Quote Originally Posted by AngryTroll View Post
    Don't forget the cycling lands. Unless you need the removal or counterspell right now, your Gifts pile should almost always be Life from the Loam and three cycling lands.
    How many? 1 of each enough?

    I'll go ahead and add 4 Spell Snare since it rocks Legacy

    Decklist (so far)
    UWg Battle of Wits

    Lands
    4 Tundra
    4 Tropical Island
    4 Savannah
    4 Flooded Strand
    4 Windswept Heath
    4 Polluted Delta
    4 Wooded Foothills
    1 Academy Ruins
    1 Dust Bowl
    1 Lonely Sandbar
    1 Tranquil Thicket
    1 Secluded Steppe

    Acceleration / Mana Fixing
    4 Pentad Prism

    Draw
    4 Sensei's Divining Top
    4 Brainstorm
    4 Fact or Fiction

    Tutors
    4 Enlightened Tutor
    4 Mystical Tutor
    4 Idyllic Tutor
    4 Intuition
    4 Gifts Ungiven

    Counters
    4 Force of Will
    4 Counterspell
    4 Forbid
    4 Spell Snare

    Removal / Creature Control
    4 Vedalken Shackles
    4 Humility
    4 Moat
    4 Wrath of God
    4 Engineered Explosives

    Recursion
    4 Life from the Loam
    4 Crucible of Worlds
    3 Replenish
    1 Regrowth

    Planeswalkers
    4 Elspeth

    Creatures
    4 Academy Rector

    Win
    4 Battle of the Wits

  6. #46
    Eva Green
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    Re: Battle of Wits!

    Why not add Jace to the draw section? I think its a really good draw engine for a control deck.
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  7. #47
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    Re: Battle of Wits!

    4 Trinket Mage to find Sensei's Divining Top and...

    1 Tormod's Crypt in the main
    1 Relic of Progenitus in the main
    Both of these are tutorable by Trinket Mage and Enlightened Tutor and keep you from scooping to Ichorid/Loam decks
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  8. #48
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    Re: Battle of Wits!

    land thinning: scouting trek + traumatize

  9. #49

    Re: Battle of Wits!

    Isocron Scepter

    More of what's working is probably going to help.

    Also, with that many fetches, low-commitment splashes are very manageable, and if you agree - Vindicate, and Deed.

    Also, a guy to follow you around and shuffle that mother for you.

    PS -
    Quote Originally Posted by Malchar View Post
    land thinning: scouting trek + traumatize
    No Traumatize, we have Jace. Also, if ~this~, then Worm Harvest.
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  10. #50
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    Re: Battle of Wits!

    Nah, not one of each cycling land. You're a blue based control deck, right? You don't want a green one, because you'll already be casting LftL. White looks like your most dominant splash color, so either three Lonely Sandbar, or Two Sandbar, one Secluded Steppe.

    Also, 4 Decree of Justice.
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  11. #51
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    Re: Battle of Wits!

    Eternal Dragon seems good.
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  12. #52
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    Re: Battle of Wits!

    4 Swords to Plowshares because cheap removal is good.

    I'll go ahead and also go for 4 Path to Exile and 4 Condemn.

    Edit-

    If we go by most control decks (ie Landstill), the numbers for a random list are...

    Draw (10) = 17% (so around 41 card drawers for us)
    Counters (10) = 17% (again, around 41)
    Lands (24) = 40% (so 100 for us)
    Removal (14) = 23% (so about 58 for us)
    Win (3, not including manlands) = 5% (so between 12 and 13 for us)

    Now, the deck doesn't need to follow exactly like this, but it is a good structure.

  13. #53
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    Re: Battle of Wits!

    What about 4x mystical tutor? Goes and gets any of our other tutors/replenish/removal and so on.

    Mana severance might be an interesting play with goblin charbelcher as an alternate win condition.
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  14. #54
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    Re: Battle of Wits!

    Quote Originally Posted by rockout View Post
    What about 4x mystical tutor? Goes and gets any of our other tutors/replenish/removal and so on.

    Mana severance might be an interesting play with goblin charbelcher as an alternate win condition.
    Already in.

    I think trying to run a two card combo is weak when you might as well get Battle. I'd rather see the slots go to something like removal or counters, etc.

  15. #55
    Noachide'
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    Re: Battle of Wits!

    I think it was mentioned, but it doesn't seem to have made it into the deck: Sterling Grove. Protect BoW or search for it.
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  16. #56

    Re: Battle of Wits!

    Feldon's Cane or Gaea's Blessing might be an idea, so you can still win if someone mills you down to >200

  17. #57
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    Re: Battle of Wits!

    I really feel like Knight of the Reliquary should be in there as a 4 of. He's a great beater/win condition, and with the amount of space we have he can probably go get a lot of very useful lands, as well as accelerating our mana.
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  18. #58
    EOT, Vial Morphling?
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    Re: Battle of Wits!

    Quote Originally Posted by AngryTroll View Post
    Nah, not one of each cycling land. You're a blue based control deck, right? You don't want a green one, because you'll already be casting LftL. White looks like your most dominant splash color, so either three Lonely Sandbar, or Two Sandbar, one Secluded Steppe.

    Also, 4 Decree of Justice.
    Considering the fact that you said every gifts pile should be 3 cycling lands + loam, your logic looks pretty terrible (here is the hint: you can't gifts for 3 sandbars + 1 loam).

    It would probably be smart to run 2 of each cycling land, giving you a chance to restart your loam engine if your GY ever gets nailed for some reason.

    Another suggestion would be to run a single copy of each of the COPs (or more realistically, COPs green red and black.) Or if you prefer, you could try the Runes of Protection since they cycle, but they also require white mana for each activation, so that doesn't seem great.

    Krosan Verge is worth considering if you want more mana consistancy, at the price of speed.

    A single copy of Mirari's Wake seems like a useful tutor target for occasions where you want lots of mana (Mindslaver lock, or Loam/Cycling recursion) and as a way to make your Decree's truly game winning.

    It's also worth considering Drift of Phantasms, Dizzy Spell, and Muddle the Mixture. Drift finds Idyllic Tutor -> Battle, as well as being a blocker/tutor for other cards. Dizzy finds removal or E. Tutor -> Battle. Muddle finds good ol' Counterspell, Regrowth, and any other 2-drops that get added in the future.

    Also, it's strange I haven't seen anyone suggest Bant Charm yet. It's creature removal, artifact removal, and functions as a situational counter. It seems anything that can serve multiple purposes warrants a look.
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  19. #59
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    Re: Battle of Wits!

    How about Muddle the Mixture? It's a counter that searches for Sterling Grove, Lftl, removal and what not.
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  20. #60
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    Re: Battle of Wits!

    1 Exile into Darkness, an amazing recuring thing of removal.
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