Uprising - Work In Progress

Started by Coheed015, December 17, 2012, 09:20:05 PM

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Coheed015


Uprising - Work In Progress

60 cards, 0 sideboard


3 {Rootbound Crag}
2 {Clifftop Retreat}
2 {Cavern of Souls}
4 {Hallowed Fountain}
4 {Temple Garden}
4 {Hinterland Harbor}
2 {Glacial Fortress}
4 {Steam Vents}

25 lands


4 {Restoration Angel}
1 {Niv-Mizzet, Dracogenius}
4 {Thragtusk}
4 {Huntmaster of the Fells}

13 creatures


2 {Conjurer's Closet}
4 {Farseek}
3 {Sphinx's Revelation}
2 {Detention Sphere}
4 {Azorius Charm}
3 {Bonfire of the Damned}
2 {Syncopate}
2 {Dissipate}

22 other spells


Sideboard

Notes:
So an argument has arose between my partner and I between Niv and Isperia as a turn 6 option . Not sure which to pick for now it's Niv. As well as a Keyrune to take out one of the lands for an extra option on a creature . Not sure , the deck has run ok on 2 decks played . I could use some serious advice here guys . Thanks .

Coheed015

Oh and we re still trying to fix the mana base , it's quite weird here , not sure how to do it yet with such a mixture .

Guitello

Niv is the better option. IMHO, Isperia isn't even standard playable. It gives your opponent a choice, which should always be avoidable, and her 4 toughness is a real weak point, while Niv can kill opposing creatures, planeswalkers, and even ping players and draw some

Crapshooter

With so few creatures and being all different types I would move the caverns to sb maybe so that you could even out your mana base

Coheed015

Quote from: Crapshooter on December 18, 2012, 07:43:06 AM
With so few creatures and being all different types I would move the caverns to sb maybe so that you could even out your mana base

Than that would leave me open to a possible counter when I got to drop a turn 5-6 on the board and it's the big difference maker . If it gets countered , I'm done loo