Utopia By Any Means Necessary - White-Flavored Archenemy Scheme Deck

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Hello!

So I've recently purchased the lot of Archenemy sets. I'm very late to this party, so I have no doubt others noticed that there was a conspicuous absence of a White-themed Archenemy pack. A lot of people have probably put up their versions of a white themed scheme deck, so I thought maybe you guys could critique my offering!

I managed to procure all the promo cards as well, and I felt like they all fit pretty well in a white theme. Drench the Soil In Their Blood seems pretty solidly white-flavored with an extra combat step and granting vigilance (Almost like the Bant card Finest Hour), and Imprison This Insolent Wretch has white's tapping proclivity to carry their "law" theme. Perhaps You've Met my Cohort may not immediately scream White, but I felt like calling in an ally was something a White general might do. Plots that Span Centuries and Your Inescapable Doom seem pretty color-neutral and a good fit for any deck if you've got'em, and since none of the 4 pre-con scheme decks include them, I thought it would go a long way in making my new scheme deck feel different from the pack's offerings.

For the rest of the Scheme cards, I tried pretty hard to keep things centered around like, oppressive military law, White gone really bad. When I ran out of Scheme cards to pick, I dabbled a bit in White's ally colors, some Bluish (time and creature manipulation) and some Greenish (mana acceleration) effects (so this deck is kinda like Bant as ruled by an aggressive totalitarian dictator.)

Beyond color concerns, I tried to follow the example of the precon scheme decks. My 20-card scheme deck includes 15 different cards with 5 doubles and 3 out of the 20 are Ongoing Schemes.


Scheme Deck - Utopia By Any Means Necessary


Scheme Cards
x1  All in Good Time
x2  Choose Your Champion
x1  Drench The Soil In Their Blood
x1  Embrace My Diabolical Vision
x1  I Bask In Your Silent Awe
x1  I Call on the Ancient Magics
x1  Imprison This Insolent Wretch
x2  Introductions Are In Order
x1  My Crushing Masterstroke
x2  My Wish Is Your Command
x1  Perhaps You've Met My Cohort
x1  Plots That Span Centuries
x2  Realms Befitting My Majesty
x2  The Iron Guardian Stirs
x1  Your Inescapable Doom

Planes Wanderer
I'm a little bit confused as to what you're asking for. Are we supposed to build a scheme deck for multiplayer deck that we know nothing about? Your scheme choices should, by and large, be based off of the deck that you're trying to support. You can either add on what the deck already does well, or shore up any weaknesses that it has. I'm just not sure how helpful we can be without knowing your actual deck.

Still, I can give some general advice. Plots that Span Centuries, Your Puny Minds Cannot Fathom, Your Fate is Thrice Sealed and Realms Befitting my Majesty are the 4 best schemes in the game and every deck should run 2 of them. If I could run the full 2 of another scheme it would either be Embrace my Diabolical Vision, I Call on the Ancient Magics or The Pieces are Coming Together.

The biggest problem that I have with most schemes is that they don't do anything. You'll flip My Crushing Masterstroke on turn 1 and stone nothing happens. My "must haves" are all schemes that will always be amazing no matter when they're flipped, and includes the 2 schemes that can actually accelerate you into extra lands so that you can fight your opponents with stronger cards than what they can handle. My "secondary" schemes all have their own use, but aren't guaranteed to power you ahead. The Pieces are Coming Together is just plain used to draw 2 cards by the way, it has nothing to do with the cost reduction. I like Embrace my Diabolical Vision because if you flip it on turn 1 you can just win the game by mulliganing your opponents to 4. Every turn after that it's meh, but I look at it as a 10% freeroll to basically win the game. God knows the AE needs the luck. I Call on the Ancient Magics is a great double Demonic Tutor and should hopefully let you do something more broken than what their 3 cards will do. It can backfire at times, but eh, you have to take risks in order to win an AE game.

I realize that you're more interested in flavour than function, but I can't in good conscience let you field 2x The Iron Guardian Stirs without saying something lol.
My guide to Black multiplayer cards and strategies: http://community.wizards.com/go/thread/view/75842/18893722?sdb=1&post_num=1#322195706 My guide to Red multiplayer cards and strategies: http://community.wizards.com/go/thread/view/75842/28999213/?sdb=1&post_num=1#517562879 My guide to White multiplayer cards and strategies http://community.wizards.com/go/thread/view/75842/29011349/?sdb=1&pg=last#517773211 My guide to Green multiplayer cards and strategies http://community.wizards.com/go/thread/view/75842/29034323/Tichs_Guide_to_Green_Multiplayer_Cards_and_Strategies

Derp. Yeah, probably should have come up with a deck first. Just pretty excited about the Scheme cards and dove right into those.

I suppose I'd make a White/Blue deck that focuses on aggro-control. Maybe splash a few heavy hitter artifacts just for wringing out that extra bit of The Pieces are Coming Together (plus, unfeeling, unyielding, merciless robot sentries in my totalitarian regiem sounds like a good idea. Just don't want to make it feel too much like Asemble the Doomsday Machine.)


I see what you mean about the Scheme cards that do nothing. I admit that when building this deck I actually pulled my punches. I've yet to actually play a game of Archenemy yet, so I was probably overestimating the Archenemy's chances of winning. You make it sound like it's a pretty rare occasion when he does win.

Unfortunately I only have one of Plots That Span Centuries. I think I found the last one for sale on the entire internet. >_>;

Planes Wanderer
AE is a 3 vs 1, and the scheme deck not account for 2 other players. All of my experiences playing AE have been horribly 1-sided 1 way or the other. Eith ther AE is playing a broken deck back up by broken draw/tutor/acceleration schemes that ebale it to fire off various combos and win, or it just gets slowly crushed over time.
My guide to Black multiplayer cards and strategies: http://community.wizards.com/go/thread/view/75842/18893722?sdb=1&post_num=1#322195706 My guide to Red multiplayer cards and strategies: http://community.wizards.com/go/thread/view/75842/28999213/?sdb=1&post_num=1#517562879 My guide to White multiplayer cards and strategies http://community.wizards.com/go/thread/view/75842/29011349/?sdb=1&pg=last#517773211 My guide to Green multiplayer cards and strategies http://community.wizards.com/go/thread/view/75842/29034323/Tichs_Guide_to_Green_Multiplayer_Cards_and_Strategies