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Decks (Magic The Gathering) => Legacy => Topic started by: Alvikus on June 06, 2013, 08:09:20 AM

Title: Astral Erasure
Post by: Alvikus on June 06, 2013, 08:09:20 AM
Astral Erasure U/W (Used for Legacy)

Creatures: 11
x3 Drift of Phantasms- 2U/1UU- 0/5, F, Def orTransmute
x4 Halimar Excavator- 1U- 1/3, Mill X (X=# of allies)
x4 Ondu Cleric- 1W- 1/1, Gain X Life (X=# of allies)

Artifacts: 6
x3 Elixir of Immortality- 1- gain 5 Life, GY shuffle
x3 Fluctuator- 2- reduce cycle cost by 2

Enchantments: 6
x3 Astral Slide- 2W- W/E a cycle: temp J2N
x3 Jace's Erasure- 1U- W/E you draw a card, opp mills a card

Sorceries: 1
x1 Decree of Justice- XX2WW/X2W- 4/4 angel tokens or cycle: 1/1 soldier tokens

Instants:  15
x3 Angelsong- 1W/2- Fog or Cycle
x2 Complicate- 2U/2U- Counter Spell unless pay 3 or Cycle: Counter spell unless pay 1
x4 Miscalculation- 1U/2- Counter spell unless pay 2 or Cycle
x3 Muddle the Mixture- UU/1UU- Counter Instant or Sorcery Spell or Transmute
x4 Rescind- 1UU/2- Perm bounce or Cycle

Land: 20

x3 Celestial Colonnade- U/W or 3UW: 4/4 F, V
x2 Drifting Meadow- W or 2: Cycle
Hallowed Fountain/Tundra- U/W
Nimbus Maze/Glacial Fortress U/W
Remote Isle- U or 2: Cycle
Tolaria West- U or 1UU: Transmute

Sideboard: 15
x2 Clear- Instant- 1W/2- Dest Enchant or Cycle
x1 Complicate- Instant- 2U/2U- Counter spell unless pay 3 or Cycle: Counter spell unless pay 1
x1 Decree of Justice- Sorcery- XX2WW/X2W- 4/4 Angel tokens or Cycle: 1/1 Soldier Tokens
x3 Decree of Silence- Enchantment- 6UU/4UU Counter 3 Spells then sac or Cycle: Counter Spell
x2 Disenchant- Instant- 1W- Dest Art or Ench
x1 Drift of Phantasms- Creature- 2U/1UU- 0/5 D,F or Transmute
x3 Leyline of Sanctity- Enchantment- 2WW- Self Hexproof
x2 Mistveil Plains- Land- W or W-T: Return card from GY to bottom of Deck

Strategy:

This is a mill deck that runs off of the Cycle ability and Jace's Erasure.  Utilizing Astral Slide and Fluctuator gives you not only FREE Cycling, But temporarily removes a creature from the game until the end of the turn. This stops your opp from attacking you/activating an effect, and it continually bounces your allies for life gain and mill. The rest of the cards are there for the utility along with cycling or transmuting to get any of the combo pieces faster. Lastly the Elixirs are to shuffle your cycled cards from your GY back in, so you can keep doing it until the game is over


Any tips ideas or just normal feedback is always welcome :D
Title: Re: Astral Erasure
Post by: Alvikus on June 06, 2013, 08:32:24 AM
Oh I should probably mention all the lands (got caught up inputting it in my notes app)

x4 Hallowed Fountain/Tundra- U/W
x4Nimbus Maze/Glacial Fortress U/W
x4 Remote Isle- U or 2: Cycle
x3 Tolaria West- U or 1UU: Transmute
Title: Re: Astral Erasure
Post by: Guypocolypse on June 06, 2013, 10:43:39 AM
Wow, this must have taken forever. Why didnt you just build it in the deckbuilder?