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Author Topic: White Life Gain/Control  (Read 10560 times)

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January 14, 2010, 02:33:01 PM
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sharkey

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White Life Gain/Control
« on: January 14, 2010, 02:33:01 PM »
Okay, my first MTG deck, but I need help. I think it works, but I would like advice from more experienced players.

Total: 64 cards

Lands (26) :

4 Marsh Flats
4 Arid Mesa
2 Terramorphic Expanse
16 Plains

Creatures (15) :

4 Felidar Soveriegn
4 Wall of Reverence
3 Soul Warden
4 Step Lynx

Planeswalkers (4) :

4 Ajani Goldmane

Spells (19) :

4 Journey to Nowhere
4 Safe Passage
3 Landbind Ritual
4 Celestial Mantle
4 Day of Judgement

Sideboard (15) :
4 Silence
4 Path to Exile
4 Martial Coup
3 Invincible Hymn

So, the idea is to get to 40 life with Felidar Sovereign on the field.

Any suggestions?
« Last Edit: January 25, 2010, 12:18:52 PM by sharkey »

January 15, 2010, 06:39:10 AM
Reply #1

FM

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Re: White/Blue Life Gain/Control
« Reply #1 on: January 15, 2010, 06:39:10 AM »
I'll give you general ones first. Control decks tend to play big spells (Kiss of Amesha, for instance, would fit right in if the format wasn't standard), so they need to hit land drops for a longer period of time, which is why I always advise control decks to play at laest 24 lands, and that's to be at the low side. Those artifacts you pack simply won't do. Either focus on one of them, and play, like, 3-4 copies, or lose them for something more reliable, like more Ajanis (don't be mistaken, opponents WILL kill your Ajanis). Also, you need a single SOvereign to win, so you either stick it down and win, or you don't have any down and lose, so Clone is right out. You also need to gum up the ground, and play sweepers, otherwise gaining life will be made impossible, since the opponent will keep swinging at it. I advise Baneslayer Angel and Wall of Denial, as well as Day of Judgment. Any big bad lifelink fattie will do, in fact. If you can't affor the sweepers, THEN up the count of spot removal, Journey to Nowhere, Path to Exile and Essence Scatter all come to mind. You can lose Cancel. By fixing the maindeck, we can then move onto the sideboard.

January 15, 2010, 07:17:33 AM
Reply #2

sharkey

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Re: White/Blue Life Gain/Control
« Reply #2 on: January 15, 2010, 07:17:33 AM »
Clone is meant to copy and block any bad beasties a green deck could pull out, or alternately copy a Soul Warden to give more life (5 for each critter).

I believe wall of denial is no longer standard legal?

Why should I lose Cancel? I can use it to block any game-ender. Unlike Essence Scatter and Negate, it can be used on anything for one more mana. I have Day of Judgement sideboarded in case it's needed, but I would prefer to make decks with cards that don't cost $20 for a playset. I will if I feel it's vital, but I don't feel that right now.

Path to Exile and Excommincate, etc, are there partially as spot removal, partially there to protect my Sovereigns from cards like Burst Lighting and Cancel (Exiling him, them using Narrow Escape to pull Path back, putting him on the battlefield again).

January 18, 2010, 07:46:01 AM
Reply #3

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Re: White/Blue Life Gain/Control
« Reply #3 on: January 18, 2010, 07:46:01 AM »
As far as I'm concerned Wall of Denial is ALara BLock, therefore Standard legal, but correct me if I'm mistaken. If you DO put in the walls, mass removal is less necessary, but spot removal needs to be increased. Also, Cancel is just plain slow, crams up too much of your mana, spot removal can play its role in the end game for less mana (and also plays Clone role, as well). Soul Warden is just slow, also, unless YOU have an engine to pop out critters, because:
1 - Combo won't care about your life gain, if the combo gets going, it'll win anyway (alternatively, if they DO care about your life gain, they always have some form of spot removal to get rid of trouble creatures until they go off, so they get rid of them);
2 - Control plays too few creatures for it to matter (they're just too big), and if you want to say "But at least I can attack them a few times", then I'll say "Play Elite Vanguard, then". ;) ;
3 - Aggro decks. THESE are the ones that DO care about Soul Warden, they play a lot of creatures, and they run out of gas fast if they can't kill you. However, they all play some number of removal spells AND burn, and they WILL aim it at SOul Warden, so you'll rarely benefit from them.

January 18, 2010, 08:17:35 AM
Reply #4

sharkey

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Re: White/Blue Life Gain/Control
« Reply #4 on: January 18, 2010, 08:17:35 AM »
Okay, I redid it a little. I added 2 twincasts, maindecked and sideboarded. I also sidebarded a soul warden and removed some other cards. See what you think now.

January 18, 2010, 08:51:00 AM
Reply #5

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Re: White/Blue Life Gain/Control
« Reply #5 on: January 18, 2010, 08:51:00 AM »
I'm not sure what do you need Twincast for, and about Soul Warden, I think you're missing the point: it's not that the creature is not that great, it's just that the STRATEGY is too fragile, relying on the opponent's creatures to actually beneift from them. It works fine in Limited, but in Constructed, it 'ont cut it, unless there's a deck that makes an arbitrarely large number of creatures to kill you (like a combo, and even so it'd be a bad sideboard card, in fact). Reducing the number of Soul Wardens only makes it less reliable to actually have one in your opening hand, and also makes them easier to deal with, so what I'm suggesting is to either try to push the strategy (Esperzoa + Artifact creatures, or any other repeatable bounce effect, for instance) and play a full set, or to abandon the strategy (of playing Soul Wardens, that is) and make room for something else.

January 18, 2010, 09:34:40 AM
Reply #6

sharkey

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Re: White/Blue Life Gain/Control
« Reply #6 on: January 18, 2010, 09:34:40 AM »
Twincast is a universally helpful blue spell. You seem to miss the fact the three soul wardens plus 6 creatures=20 life. Most games are going to have that. Sure, they will be removed, killed, etc. But 3 mana for 20 life is nothing to sneeze at.

January 19, 2010, 06:34:15 AM
Reply #7

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Re: White/Blue Life Gain/Control
« Reply #7 on: January 19, 2010, 06:34:15 AM »
In abstract. I've never seen someone suspend Heroes Remebered, though, back when it was legal. For the same reason. It takes just too much time, while it can be disrupted by a single spell. You won't get all 3 Soul Wardens down quickly enough, you won't probably get them all at all in most games, you'll end up seeing 2, at most. I, too, like Twincast for it being versatile, but in its versatility, I found out I included it for no reason than copying counterspells or card drawing a lot of times, so I ended up swapping them for said spells, although my Faeries deck still plays 2 in the sideboard, can never be too sure. ;)

January 19, 2010, 07:02:59 AM
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sharkey

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Re: White/Blue Life Gain/Control
« Reply #8 on: January 19, 2010, 07:02:59 AM »
Yes. They also really help vs Hypergenesis decks and White Weenie decks, as they tend not to run removal. I can also throw them aways as blockers for creatures without trample "My soul warden is going to block you 8 Landfalled Geopede. Hope you don't mind."

As for the Twincast, I love bringing in cards that do have a use in my deck (copying cards like cancel, angel's mercy, and narrow escape) but also are useful vs heavy spell decks and copying opponents fun cards.

January 21, 2010, 07:17:06 AM
Reply #9

sharkey

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Re: White/Blue Life Gain/Control
« Reply #9 on: January 21, 2010, 07:17:06 AM »
Won vs. white weenie with this deck... not so much luck against others. But keeping at it!

January 21, 2010, 07:22:56 AM
Reply #10

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Re: White/Blue Life Gain/Control
« Reply #10 on: January 21, 2010, 07:22:56 AM »
I can see it working against bad white weenies, but Hypergenesis? It simply won't be enough against the much oomph they're throwing down. My white weenie decks all run Umezawa's Jitte, and Soul Warden, without ways to be abused, simply won't be enough. Have you considered the combo of Martyr of Sands and Proclamation of Rebirth?

January 21, 2010, 09:44:54 AM
Reply #11

sharkey

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Re: White/Blue Life Gain/Control
« Reply #11 on: January 21, 2010, 09:44:54 AM »
Got it... This has it, I think. MUCH happier.

January 24, 2010, 11:41:51 AM
Reply #12

sharkey

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Re: White/Blue Life Gain/Control
« Reply #12 on: January 24, 2010, 11:41:51 AM »
Okay... I fixed this up nicely. It's now a mono-white deck, and it's been imitated on MWS a few times. I've been winning some games, but so for nothing big, other than a win vs. jund.

January 25, 2010, 10:15:04 AM
Reply #13

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Re: White/Blue Life Gain/Control
« Reply #13 on: January 25, 2010, 10:15:04 AM »
So.. what's the list now?

January 25, 2010, 10:57:51 AM
Reply #14

sharkey

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Re: White/Blue Life Gain/Control
« Reply #14 on: January 25, 2010, 10:57:51 AM »
I'll post it soon, I'm doing some tweaking :)