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Author Topic: Destory Land/Discard Card (Block)  (Read 550 times)
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Holloweye
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« on: September 06, 2008, 11:24:11 AM »
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//Lands
   11 [LRW] Swamp (1)
   15 [LRW] Mountain (1)

//Creatures
   3 [MOR] Stingmoggie
   1 [MOR] Prickly Boggart
   4 [MOR] Brighthearth Banneret
   3 [LRW] Faultgrinder
   1 [SHM] Hollowsage
   1 [SHM] Manaforge Cinder
   1 [EVE] Nip Gwyllion

//Spells
   3 [MOR] Pulling Teeth
   2 [LRW] Nameless Inversion
   1 [EVE] Flame Jab
   1 [EVE] Raven's Crime
   1 [EVE] Moonhold
   2 [EVE] Drain the Well
   2 [SHM] Scar
   1 [EVE] Unmake
   2 [SHM] Fossil Find
   2 [SHM] Poison the Well
   1 [SHM] Disturbing Plot

This deck just suck so help me alot plz Smiley
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TheJord
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« Reply #1 on: September 06, 2008, 11:32:00 AM »
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One of the things I learnt first when playing Magic was if you want something to work properly, use a full playset of 4 cards. Decide which way you are going to punish your opponent and focus on that first. Poison the Well is good but you arent going to win a game with it!

I have a Megrim/The Rack discard deck on here, have a look but it is a T2 deck.
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Holloweye
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« Reply #2 on: September 06, 2008, 11:35:14 AM »
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You right maybe i shall rebuild it abit Smiley.
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SomeRandomDude
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« Reply #3 on: September 06, 2008, 06:59:15 PM »
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Here's my LD deck.

// Deck file for Magic Workstation (http://www.magicworkstation.com)

// Lands
    4 [FUT] Graven Cairns
    4 [SHM] Mountain (4)
    4 [SHM] Swamp (2)
    4 [SHM] Reflecting Pool
    4 [LRW] Auntie's Hovel
    4 [MOR] Primal Beyond

// Creatures
    4 [SHM] Kulrath Knight
    4 [SHM] Ashenmoor Liege
    4 [SHM] Emberstrike Duo
    4 [SHM] Fulminator Mage
    4 [MOR] Brighthearth Banneret

// Spells
    4 [SHM] Poison the Well
    4 [EVE] Drain the Well
    4 [EVE] Puncture Blast
    4 [EVE] Soul Reap

It seems to have worked pretty well. You see, LD is there to beat the mana curve. LD should be paired with heavy aggro, like, heavy, HEAVY aggro. Angelfire, anyone? Or I guess mega control. Disrupt, well...its conceivable to force a lockdown backed with counterspells, but the deck would be way too intricate to pull off reliably.

I also ran a t2 deck that rocked, and was kinda control-ish, but even so, it relied on blinking Akroma or banging with Lightning Angels to win.

// Deck file for Magic Workstation (http://www.magicworkstation.com)

// Lands
    4 [10E] Adarkar Wastes
    4 [10E] Battlefield Forge
    1 [TSP] Flagstones of Trokair
    3 [TSP] Island (2)
    4 [LRW] Mountain (1)
    2 [LRW] Plains (2)
    4 [10E] Shivan Reef

// Creatures
    1 [PLC] Akroma, Angel of Fury
    4 [TSB] Avalanche Riders
    1 [PLC] Detritivore
    4 [TSB] Lightning Angel
    3 [LRW] Mulldrifter
    1 [PLC] Numot, the Devastator

// Spells
    4 [FUT] Coalition Relic
    4 [TSP] Momentary Blink
    4 [LRW] Oblivion Ring
    2 [TSP] Prismatic Lens
    4 [CS] Rune Snag
    4 [10E] Wrath of God
    2 [SHM] Poison the Well

// Sideboard
SB: 2 [PLC] Detritivore
SB: 1 [LRW] Mulldrifter
SB: 4 [10E] Remove Soul
SB: 4 [10E] Terramorphic Expanse
SB: 4 [SHM] Fulminator Mage

Even though it is kinda control-ish, its a denial deck, which again is designed to beat the mana curve, ramp up accelerators and drop big beaters. (Big, vigilant, flying beaters. Cheesy ) Blinking Avalance Riders rocks massively.
« Last Edit: September 06, 2008, 07:37:31 PM by NBarden » Logged

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« Reply #4 on: September 06, 2008, 08:57:36 PM »
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As a general thought, discard and land destroying are counterproductive strategies when put into the same deck. You see, you dedicate a LOT of space to destroying lands, and a LOT of spaces to discard, leaving little-to-none space to actually winning the game (with a huge beater), or ending up doing none of them properly. Also, if you're going for discard, then it's to keep their hand empty, so they won't have anything to throw at you. If you're going for LD'ing, they won't be ABLE to play anything in their hand, so discarding seems pointless.
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