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Post by justinhering on Sept 13, 2011 9:25:38 GMT -5
[Creatures] 6 3 Snapcaster Mage 2 Frost Titan 1 Consecrated Sphinx
[Spells] 4 Ponder 2 Silent Departure 2 Dismember 4 Mana Leak 3 Sword of Feast and Famine 2 Timely Reinforcements 2 Oblivion Ring 1 Cancel 2 Day of Judgment 2 Divine Reckoning 3 Gideon Jura 1 Batterskull
[Lands] 27 4 Inkmoth Nexus 4 Moorland Haunt 4 Seachrome Coast 4 Glacial Fortress 2 Ghost Quarter 4 Island 5 Plains
I really wanted to make a deck without any creatures at all and win with equipped Spirits and Inkmoths, but Snapcaster Mage seems so good, he's hard to ignore. Keeping the creature count low ensures good use of Timely Reinforcements.
I LOVE the new Moorland Haunt land, UW [tap] add a 1/1 flying spirit to the battlefield. Talk about recursion! He gives control and mid-range deck an infinite number of targets for carrying swords. He also allows you to keep your mana open for counter magic and removal until end of turn and then...Bam! Dude, equip next turn and swing.
Silent Departure is cheap removal for Blue with Flashback for late game.
Divine Reckoning seems broken to me in a control list. Most of the time, against aggro, you are staring down lots of little dudes with your one big dude. What? I keep my Frost Titan and you keep your Vault Skirge? Seems ok with me.
Let me know what you think.
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deo
New Member
Posts: 42
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Post by deo on Sept 14, 2011 16:42:24 GMT -5
Playing 4 moorland haunts seem like kind of alot.. considering you only have 6 creatures to exile from your graveyard... And 3 of them cost more than 6. Besides that I like the idea of the deck and Snapcaster Mage is insane.
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aaren
Junior Member
Posts: 88
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Post by aaren on Sept 14, 2011 19:07:23 GMT -5
27 lands is WAY too much, the excuse for having that many lands in the first place was so collonade could be caw blade's winning condition, I would cut 2 moorland haunts. I would go to 4 divine reckoning because the wraith effect is almost always meant to stop aggro, leaving 1 creature alive will largely cut the aggro and allow u to keep ur threats late game, and ur snapcaster mage alive earlier. also If you cut the 2 land PLEASE add another snapcaster mage, like 90% of ur deck works with it and it seems like the deck is built around it so why not? now with 4 snap caster mages into consideration, even if you keep three is silent departure better than unsummon? I dont think so, in a control deck intant speed is the theme around the deck and you can gain flashback off snapcaster mage for the late game. Finally, u play +3 artifacts in the deck, stoic rebuttal> cancel. nuff said.
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