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Osion |
Posted: Sat Mar 25, 2006 4:53 pm |
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Joined: 17 Dec 2005
Posts: 62
Location: MD
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This is my standard take on a control deck that goes anal-retentive on the things its opponents do, even the cards they draw
Fire Weirding -- U/W/R control
-------------------Land-----
6 Island
4 Plains
2 Mountain
4 Steam Vents
2 Adarkar Wastes
2 Shivan Reef
2 Sacred Foundry
1 Oboro, Palace in the Clouds
1 Eiganjo Castle
1 Minamo, School at Water’s Edge
------------------Creatures------
4 Firemane Angel
3 Shard Phoenix
-----------------Instants------
4 Gifts Ungiven
4 Hinder
4 Mana Leak
2 Quicken
-----------------Enchantments---
3 Faith’s Fetters
3 Zur’s Weirding
-----------------Sorceries-----
4 Wrath of God
4 Compulsive Research
The deck centers around the buildup of firemane angels in play or in the graveyard, netting you 2+ life a turn.
Zur’s Weirding allows you to pay 2 life to deny your opponent a draw step.
Thus when Zur’s Weirding and 2+ lifegain a turn are in play for you, your opponent is denied new cards for the rest of the game.
Gifts Ungiven fuels your graveyard with angels and pheonixs, which can recur themselves or stay in the grave for other effects.
Heavy counter package helps keep decks such as Greater Good or Wildfire at bay, while Wrath can clear away aggro before they can kill you.
As long as you have at least 3 life before you stabilize, your opponent will not be able to kill you. Shard Pheonix will clear away the board and with your opponent seeing no new cards for the rest of the game, victory should be in short order. |
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shark |
Posted: Sat May 20, 2006 1:39 pm |
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Joined: 19 May 2006
Posts: 7
Location:
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You could lighten up on some of the mana, because it deals you damage and how are you supposed to deal damage you barely have any creatures or burns, but the other side of the effect is nice, so good luck with the deck |
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