Disruption (18)
4 Sinkhole
4 Icequake
4 Rain of Tears
4 Hymn to Tourach
3 Nether Void
Creatures (8)
4 Hypnotic Spectre
4 Knight of Stromgald
Other (10)
4 Dark Ritual
1 Black Vise
1 Demonic Tutor
4 Powder Keg
Land (24)
1 Strip Mine
4 Wasteland
4 Mishra's Factory
15 Swamp
HTH, and welcome back to the addiction.
PS, you might wanna look in www.bdominia.com, for the best T1 discussions on
the net... This seems like a good start for a pretty good T1 deck.
And duress sounds like a good one (are they hard to find?)...maybe instead of
the hymns or take out some ld...I'll have to playtest it out, also I think I'll
try and test a Necro in there (though I have a psychological aversion to the
card...it's beaten me too many times ...)
And thanks, I'll give that site a look.
-1 VERY aggro-Control Blue(ALA XL blue)
-2 Keeper
-3 Deck Parfait
-4 Mono-Blue control
-5 Pox
-6 trix
that's about it.
1. Aggro control is a new thing...just evolved from the apparition of Fact
Or Fiction a few months ago.
Basically, it has:
4 Fact or Fiction(incredible cards in T1...they're uncommons, though, so you
can't buy them to resell 8)
4 Morphling(THE blue control kill card)
1 Mana vault
1 Grim monolith
5 Mox
1 Sol ring
4 Counterspell
4 Force of will
Some other counter spells.
Idea:Cast morphling ASAP
2. Keeper...sortof like The Deck, but less centered around long term card
advatnage
3. Deck parfait. Mono White deck based on the land tax-scroll rack card
drawing engine
4. Mono Blue. Now possible thanks to the overwhelming quantity of GOOD blue
counterspells available.
5. Pox...well...it's still pox 8)
6. Trix. Based on the illusion of grandeur/donate combo, and using...TADA!
Necro as a card drawing engine 8) It also uses consult, since it's a good
combo deck.
> Gee, they Restricted Necro? Never thought I'd live to see the day.
Yes, since 10/01/00.
> Guess I should go and check out the DCI list for T1, find out what
> other shocking things they've done. Consult is not really
> neccesary...do people actually use those things now? I always thought
Absolutely. If there's a card you need, you can grab it at the end of
your opponent's turn.
> of them as something you were unhappy to open up a pack and find :)
> I suppose Consult could work, if you had some really crazy game
> winning combo you needed to get out, but this deck, at least dosn't
Yes. This is the way a lot of decks use it.
Steve L
> Assuming Donate is something like give taget permanent to target
> player,
Donate
2U
Sorcery
Target player gains control of target permanent you control.
Essentially.
> with Illusions that would be wicked. What was WOTC thinking when they
Yes.
> printed Donate? I can think of a bunch of nasty things you could do
They weren't thinking of Illusions. They were thinking of giving your
opponent nasty stuff (a Pacified Force of Nature for one) but nothing that
bad.
> with that. Consult would definitely help there. I looked at the
> list, and it seems like Mind Twist is legal again. Yay! I love that
It's now restricted in Type 1; a bit better than being banned, but not up
to the point where you can have 4 of them.
Steve L
> > with that. Consult would definitely help there. I looked at the
> > list, and it seems like Mind Twist is legal again. Yay! I love that
>
> It's now restricted in Type 1; a bit better than being banned, but not up
> to the point where you can have 4 of them.
>
> Steve L
Usually one Mind Twist is enough for anyone to handle. :)
First comment, not about the deck list :-) : There IS a card now called
Void, you may have heard of it or might hear of it. Here comes the info,
straight off the card:
Void - 3BR
Sorcery
Choose a number. Destroy all artifacts and creatures with converted mana
cost equal to that number. Then target player reveals his or her hand and
discards from it all nonland cards with converted mana cost equal to the
number.
Second ( now about the list :-) )
I never understand why people tend to put so much land destruction AND
discard in their decks. Take a look:
Land Destruction - Sinkhole, Icequake, Rain of Tears, Strip Mine, Wasteland
Discard - Hymn to Tourach, Hypnotic Specter
I would suggest take one route OR the other; since most of your deck seems
based around Land Destruction, I would suggest that. Other cards you can add
would be Despoil (from Prophecy; 3B Sorcery, Destroy target land. Its
controller loses 2 life.) as a cross between Land Destruction and a Shock,
and Befoul (from Urza's Saga; 2BB Sorcery, Destroy target land or nonblack
creature. A creature destroyed this way can't be regenerated.) as a cross
between Land Destruction and creature control. Other cards I might suggest
would be Drain Life, Reckless Spite, and Demonic Hordes ( expensive, but
they ARE a 5/5 and they munch lands :-) ) Apart from that.. maybe Withering
Boon in sideboard? (1B Instant - all Interrupts are Instants now, they got
rid of the category altogether - from Mirage; Counter target creature spell.
You lose 3 life.)
Just some thoughts
Erich
1) Against Denial decks, you need the early card advantage, or so I've found.
Their counters are a real problem, it's true. Duress I suspect will help with
this immensly (first turn, swamp, duress, oh, let's see, I think I'll take that
<insert random nasty spell here>) If they want to Force of Will it, fine, one
less counter to hurt my Nether Void. In fact, I think I'l go with 4 duresses
rather than rain of tears, and try that.
2) The main idea I had when making this deck is that Nether Void is a closer.
You want to disrupt your opponents hand and land, then drop a creature or vise,
with the kegs helping to clear the board, and then you drop the Nether Void to
seal the deal. An early Hymn is like a double LD or an LD and a card for BB.
If all you have is a Hyppie, and they have no creatures (or maybe a lone
weenie, that's all they should have an opportunity to get, and Powder Kegs
helps with what slips throgh the cracks) and then you drop a Nether Void,
they're pretty much done, and you can destroy a few more lands (if they have
any) to make sure. The Black Vise (being only one) is not the main damage
dealer in the deck. That's there to hurt the opponent after he's been
disrupted and locked down. I don't mind saving him two points of life later if
it means I can get rid of two counters, disenchants, or other nasty cards now.
His hand will fill up plenty fast when he has few lands and everything costs an
extra 3.
In addition, I've played a number of LD decks in the past, and 3 or less mana
for an LD spell is a general rule I've found. More than that is too slow, I
think, even if it does some other nifty thing (like damage your opponent).
Befoul sounds like it has promise, sort of like a black Creeping Mold, but the
high casting cost hurts it in a Nether Void Deck. 7 mana is hard to get, and
before the Void, if you have 4 mana, you should be casting your Void. Drain
Life dosen't sound that viable, for a similar reason. Demonic Hordes, I'll
admit, sound like tons of fun, but I don't know if they'd fit in this deck. If
I get a hold of a few, I'll try it out though. (Minion of Leshrac, anyone?)
And I haven't thought of sideboard yet...that Boon sounds like it might
work...or maybe some Diabolic Edicts or Contagion.
Thanks for the suggestions.
Sortof like a better juzam if you can proteect it for 4 turns 8)
Or, a phyrexian negator:
BBB
trample
When ~ is dealt damage, sacrifice a permanent for each one damage dealt to
it
5/5
Both are not as disruptive, but they're better clocks.
Or masticore, or phyrexian processor.
Masticore is also a killer against creature decks, while processor can get
rid of an opponent, and provide you with a good semi horde quick 8)