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?
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
4 Elspeth, Knight Errant
She's too good to not include. I love things that are both win and creature control.
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
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
Why not add Jace to the draw section? I think its a really good draw engine for a control deck.
team HASTE!
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
land thinning: scouting trek + traumatize
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 -
No Traumatize, we have Jace. Also, if ~this~, then Worm Harvest.
Originally Posted by Peter Rotten
Originally Posted by Nihil Credo
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.
InfoNinjas
Eternal Dragon seems good.
LED, LED, Announce my intention to play Yawgmoth's Bargain...
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.
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.
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.
Feldon's Cane or Gaea's Blessing might be an idea, so you can still win if someone mills you down to >200
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.
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.
Team MAINEdeck - Like Meandeck, but without the skill, maturity, and interesting states to live in.
How about Muddle the Mixture? It's a counter that searches for Sterling Grove, Lftl, removal and what not.
"Think of all we could learn from it! It's the chance of a lifetime! You must let me have it! It's a magnificent specimen!"
Scandinavian Master Legacy 2010
World champion 93/94 2013
1 Exile into Darkness, an amazing recuring thing of removal.
Team Info-Ninjas: Knows the history of sidewalks.
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