Living on a Whim

Started by Kaleo42, October 04, 2012, 04:26:47 PM

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Kaleo42


Living on a Whim

75 cards, 15 sideboard


2 {Evolving Wilds}
2 {Alchemist's Refuge}
4 {Sunpetal Grove}
4 {Temple Garden}
1 {Forest}
4 {Hallowed Fountain}
2 {Plains}
2 {Island}
4 {Glacial Fortress}

25 lands


4 {Thragtusk}
4 {Misthollow Griffin}

8 creatures


3 {Terminus}
4 {Oblivion Ring}
2 {Selesnya Keyrune}
4 {Farseek}
3 {Selesnya Charm}
4 {Rest in Peace}
2 {Supreme Verdict}
2 {Azorius Keyrune}
3 {Sphinx's Revelation}

27 other spells


Sideboard

3 {Loxodon Smiter}
3 {Detention Sphere}
2 {Sands of Delirium}
3 {Supreme Verdict}
3 {Nevermore}
1 {Terminus}

15 sideboard cards



Kaleo42

Testing is going great! It runs alittle like turbo fog in the wat that it takes 2-8 damage early without much care and then comes back in life and board position once the opponent has petered out a bit.

Prophylaxis

Does {Rest in Peace} really need to be mainboarded?

Kaleo42

That's the whole stratagy! Only my guy comes back. {rest in peace} shuts down undying, reanimator, scavenge, flashback, most of zombies, and ensures what i get rid of stays gone.

Kaleo42

Updated.
I found that {syncopate} was fairly worthless much of the time. I'm hoping that {augur of bolas} will provide the card acceleration and early defense i was lacking.

Kaleo42

Got all the cards to take this deck bant ({U}{W}{G}) as i origionally intended.

Kaleo42

Made some tweaks to better fit my teammate's playstyle since he'll be pilotting it while i am out of town.

Hunteroffire9


Kaleo42

Quote from: Hunteroffire9 on October 12, 2012, 02:41:37 PM
Terminus
Yea, i wa against it at first because i lose the griffin to it, but the good out weighs the bad. Ill be finding a spot soon.

Chadgamer

I would take out 4 keyrunes for Terminus. You'll always have your Gryffin for stalled games and turn 3 ramp isn't that good for your curve.

Kaleo42

It's amazing for my curve. Wrath, fixxing, and most of all revelation benefit greatly.

Kaleo42

Updated, changes are to fit the play style of my teammate who is piloting this deck until further notice.

Coffee Vampire

Looks good! Only suggestion I have is take a revelation out. Remember that it is at least a 6 drop to be more useful than divination, so you don't want a ton in hand. 2-3 is the magic number here. Maybe put in another charm for more buffs/creatures/removal.

Nice job on this deck, luv it! :)

Kaleo42

The revelation really is te trumph card though. This deck is (or was in its origional state) completely reactive and having instant speed everything is very important. This only works as long as there are responses in hand though. The combination of keyrunes and farseek lead to very large revelations as early as turn 5. The idea on them though is to play them around turn 7 when the hand and life are pretty low. The life gain really offsets that feeling of wasted turn to draw cards, since it often adds a turn to your ticking clock called life. I have had an opening hand with 3 in hand and i just cast one turn 4 for draw 2 gain 2, it worked out well, kinda like a fancy think twice.

You have alerted me to the slow shift toward board presence that was not in my origional design though, and this may cause some changes to the shell. It's working great now however and testing will be needed before these thoughts change the deck. If i were to change it now i would put a {terminus} in place of {sphinx's revelation}.

Coffee Vampire

Oh yeah I forgot about ramp. My bad lol! Yeah if you have ramp I agree...4 is fine.