// Lands
4 Kabira Crossroads
4 Rupture Spire
4 Glacial Fortress
2 Terramorphic Expanse
2 Arid Mesa
2 Scalding Tarn
4 Island
2 Mountain
2 Plains
// Creatures
4 Baneslayer Angel
4 Sphinx of Lost Truths
// Spells
4 Lightning Bolt
3 Journey to Nowhere
2 Celestial Purge
4 Oblivion Ring
4 Ajani Vengeant
4 Day of Judgment
2 Martial Coup
3 Mind Spring
// Sideboard
SB: 2 Celestial Purge
SB: 4 Flashfreeze
SB: 3 Luminarch Ascension
SB: 3 Negate
SB: 2 Pithing Needle
SB: 1 Quest for Ancient Secrets
It's the exact same list as the one here: http://magic.tcgplayer.com/db/article.asp?ID=8719
I played it for a few games expecting to make some sweeping changes, but as far as I could tell, the deck worked as is. It may appear that there's too much card draw, but the amount is correct -- you want to spend your later turns digging into your deck for multiple Baneslayers, and also filter away excessive answers.
The lack of MD Essence Scatter and Flashfreeze appears correct. I didn't think so at first, but the rest of the deck is so sorcery speed that you really don't have time to play a perfect instant game. Sure, if you had a great Mana Leak-type counterspell you could play it, but you don't have time to match conditional instants when you have sorceries that answer pretty much everything.
Also, playing better draw later in the game actually works better than playing worse, cheaper draw early. The reasoning is because you want to be spending your turn playing Oblivion Ring and Day of Judgement, not playing Jaces and Divinations.
The rest of the reasoning in the article seems pretty sound. I'll be playing this deck and retooling it as I feel necessary.
Just gotta wait until Worldwake, I guess.
Thursday, January 7, 2010
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