⭐⭐⭐⭐⭐ 🌁

Started by Kaleo42, January 06, 2013, 10:17:06 PM

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Kaleo42


⭐⭐⭐⭐⭐  🌁

75 cards, 15 sideboard


3 {Glacial Fortress}
4 {Temple Garden}
4 {Hallowed Fountain}
2 {Island}
2 {Ghost Quarter}
1 {Forest}
2 {Hinterland Harbor}
2 {Sunpetal Grove}
2 {Plains}
2 {Alchemist's Refuge}

24 lands


4 {Augur of Bolas}

4 creatures


3 {Cyclonic Rift}
4 {Safe Passage}
4 {Sphinx's Revelation}
2 {Staff of Nin}
4 {Farseek}
3 {Terminus}
2 {Elixir of Immortality}
2 {Bramblecrush}
3 {Supreme Verdict}
1 {Sands of Delirium}
4 {Fog}

32 other spells


Sideboard

1 {Runechanter's Pike}
4 {Rhox Faithmender}
2 {Rewind}
2 {Dissipate}
1 {Terminus}
2 {Witchbane Orb}
2 {Jace, Memory Adept}
1 {Supreme Verdict}

15 sideboard cards



Notes:
I found the emoji. I had avoided them for quite some time. Anyways, 5 star fog. This deck has lost to two decks in the month I have worked on it. A very fine tuned RDW and a ramp hand destruction deck that has 5-0'd nearly every event (standard and even modern).

Monrodesign

Wow, I love this build. 

How are turns 1-3 against aggro, and what do you look for in your opening hand?

Kaleo42

Against aggro I dont want a {staff of nin} or {sands of delirium} opening hand, other than that it's hard to have a bad hand unless it has less than two land or excessive multiples of a single card.

As for the ideal hands, they should include two fog spells, or a wrath and fog, or augur and wrath, or ramp and wrath. I want to have something that can be played by turn 3 and something that can be played turn 6 (which barring bad draws will be the earliest I use a revelation).

It is important to remember that unless they run {hellrider} or {sublime archangel} then you don't need to fog until about 8 life, if they do run those then you start fogging around 12 life unless you see a reason to plan ahead like you'll be playing something necessary the following turn and don't want to be low on life while being tapped out.

The other interesting not here is I always side out {sands of delerium} against anything but control.

Monrodesign

Do you also drop the safe passages for Jace when you bring him in?

And I have a deck built similar to Duke Reid's bant control but this looks very funny to test out.

Kaleo42

#4
With the match ups i have had so far I have not sided in jace yet, but I would probably take out some fog effects if not all. The control matchup is where i need him, but in that cause I would want counters as well.

This is indeed a very funny deck to play, but it can be taxing to play in succession. The whole idea is carefully play round one learning everything about their deck and play style for at least a half hour unless they force your hand. And then either draw round two with ungodly amounts of life or mill them out with relative haste to throw them off. Game three is never something you want to play, but if you do get that far then accept the draw or be speedy in your milling.