New Azorius 60 cards, 0 sideboard 4 {Hallowed Fountain} 4 {Temple Garden} 6 {Island} 4 {Glacial Fortress} 3 {Hinterland Harbor} 5 {Plains} 26 lands 4 {Thragtusk} 3 {Geist of Saint Traft} 7 creatures 3 {Jace, Architect of Thought} 2 {Sphinx's Revelation} 4 {Azorius Charm} 3 {Detention Sphere} 2 {Supreme Verdict} 3 {Cyclonic Rift} 2 {Entreat the Angels} 3 {Syncopate} 2 {Tamiyo, the Moon Sage} 3 {Terminus} 27 other spells Sideboard |
Quote from: Coffee Vampire on October 07, 2012, 02:52:46 AM
Looks good. I played against this exact deck on cockatrice a few minutes ago. G1 I was unlucky. G2 he was unlucky. G3 both decks did pretty well but he came on top. It's a really good deck and good luck building it and playing with it!
Quote from: Chadgamer on October 07, 2012, 04:14:46 AM
I can't recall the name, but I'd drop 2-4 islands for the UG dual. You should have no problems having a basic land out for it to come in untapped and it helps insure you'll have a Green source on turn 5 for Swagtusk. As for the deck itself, I generally only play aggro decks where 4-ofs are almost a must. I know the same rules don't apply for Control decks, but I'd do some testing and see what cards you seem to always want in hand every game and bump those to 4-ofs
Quote from: Guitello on October 07, 2012, 01:04:09 PM
{Think twice} would be nice in here