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Archived from groups: rec.games.trading-cards.magic.strategy (More info?)
Hey guys I was wondering if I could get a couple of tips for a casual deck
I've thrown together. The basic premise of the deck is to use the Merfolk
to draw/discard a large creature then animate it. I've toyed with Living
Dead but I've found I was better off just sticking to the lower cast single
shot re-animation spells or else the deck just took too long to develop
(Same with All Hallows and Twilights Call). The way the split is now (11
large, 10 draw/disc and 10 animate cards) seems to be right at the sweet
spot of insuring I'll have one of each either in the opening draw or within
the first 3 turns. If not I've thrown in Intuition, A.Recall and a Demonic
Tutor...just in case. The Time Walk in the deck hasn't seen much use, but
it's such a killer card I just thought I had to throw it in. Also any ideas
on sideboard?
Total 60 Cards
// Baddies (11)
2 Reya Dawnbringer (2 because it helps get creatures out of the
grave, and two insures one hits the grave when intuitioned)
2 Volrath the Fallen (2 because it helps get creatures in to the
grave, and two insures one hits the grave when intuitioned)
1 Arcanis the Omnipotent
1 Plated Slagwurm
1 Rorix Bladewing
1 Tidal Kraken
1 Avatar of Woe
1 Devouring Strossus
1 Avatar of Might
// To The Grave! (10)
1 Merfolk Looter
1 Jalum Tome
2 Hapless Researcher
3 Merfolk Traders
3 Vodalian Merchant
// Other (7)
1 Capsize
1 Time Walk
1 Ancestral Recall
1 Demonic Tutor
3 Intuition
// Re-Animation (10)
2 Dance of the Dead
4 Animate Dead
4 Exhume
// Mana (22)
2 Swamp
3 Island
4 Underground Sea
4 Underground River
1 Black Lotus
3 Lotus Petal
1 Mox Sapphire
1 Mox Ruby
1 Mox Pearl
1 Mox Jet
1 Mox Emerald
Hey guys I was wondering if I could get a couple of tips for a casual deck
I've thrown together. The basic premise of the deck is to use the Merfolk
to draw/discard a large creature then animate it. I've toyed with Living
Dead but I've found I was better off just sticking to the lower cast single
shot re-animation spells or else the deck just took too long to develop
(Same with All Hallows and Twilights Call). The way the split is now (11
large, 10 draw/disc and 10 animate cards) seems to be right at the sweet
spot of insuring I'll have one of each either in the opening draw or within
the first 3 turns. If not I've thrown in Intuition, A.Recall and a Demonic
Tutor...just in case. The Time Walk in the deck hasn't seen much use, but
it's such a killer card I just thought I had to throw it in. Also any ideas
on sideboard?
Total 60 Cards
// Baddies (11)
2 Reya Dawnbringer (2 because it helps get creatures out of the
grave, and two insures one hits the grave when intuitioned)
2 Volrath the Fallen (2 because it helps get creatures in to the
grave, and two insures one hits the grave when intuitioned)
1 Arcanis the Omnipotent
1 Plated Slagwurm
1 Rorix Bladewing
1 Tidal Kraken
1 Avatar of Woe
1 Devouring Strossus
1 Avatar of Might
// To The Grave! (10)
1 Merfolk Looter
1 Jalum Tome
2 Hapless Researcher
3 Merfolk Traders
3 Vodalian Merchant
// Other (7)
1 Capsize
1 Time Walk
1 Ancestral Recall
1 Demonic Tutor
3 Intuition
// Re-Animation (10)
2 Dance of the Dead
4 Animate Dead
4 Exhume
// Mana (22)
2 Swamp
3 Island
4 Underground Sea
4 Underground River
1 Black Lotus
3 Lotus Petal
1 Mox Sapphire
1 Mox Ruby
1 Mox Pearl
1 Mox Jet
1 Mox Emerald
