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4 years ago ::
Oct 02, 2009 - 1:45PM
#11
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Date Joined:
Oct 25, 2006
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I would go UB as well... 1 adventuring gear 1 explorer's scope 1 trusty machete 1 vampire lacerator 2 disfigure 2 welkin tern 1 bloodghast 2 umara raptor 1 hideous end 1 windrider eel 1 guul draz spectre 1 nimana sellsword 1 crypt ripper 1 summoner's bane 1 into the roil 2 bog tatters 1 shoal serpent 1 sphinx of jwar isle 1 heartstabber mosquito 8 island 9 swamp I decided to play the bog tatters main as it seemed to me at the pre-release that black was very popular and it would often be an evasive 4 power creature. If my opponent was not playing black, I'd probably side them out for Soulstair Expedition and Paralyzing Grasp. If I felt my deck was overmatched I might side in a white splash of Journey to Nowhere and Pitfall Trap. I wish there was more green manafixing, because then a GUw landfall/allies deck would have been awsome.
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4 years ago ::
Oct 02, 2009 - 10:53PM
#12
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Date Joined:
Sep 29, 2009
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I came up with a UB build that is based more around control and evasive creatures (10 Flying/Guul Draz Vampire). Also, I used all three Equipments, as they might prove very useful with the evasive creatures. Island x8 Swamp x7
Sphinx of Jwar Isle x1 Tempest Owl x1 Umara Raptor x2 Welkin Tern x2 Windrider Eel x2 Guul Draz Specter x1 Guul Draz Vampire x1 Heartstabber Mosquito x1
Into the Roil x1 Lethargy Trap x1 Paralyzing Grasp x1 Spell Pierce x2 Summoner's Bane x1 Trapfinder's Trick x1 Disfigure x2 Grim Discovery x1 Hideous End x1 Adventuring Gear x1 Explorer's Scope x1 Trusty Machete x1
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4 years ago ::
Oct 04, 2009 - 11:32PM
#13
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Date Joined:
Jan 30, 2008
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At first I considered UG Allies with a white splash with the dual lands for removal, but then realized the speed and removal of the UB deck. 10 spells:
2 Disfigure 1 Hideous End 1 Into the Roil ... bounce into summoner's bane, or bounce a Mosquito or Sphinx ftw 1 Summoner's Bane ... so good in a fast deck like this 1 Explorer's Scope ... great on a 1-drop or evasion creature. Great accel in a deck with kicker spells, and shaves off extra lands of the top for card advantage and for drawing useful spells every turn 1 Trusty Machete ... makes all the evasion better. On average better than Adventuring Gear, even considering the Gear's occasional combo with Explorer's Scope. 1 Carnage Altar ... the one slow card that allows the deck to handle powerful control decks with mass-removal traps and card advantage and stuff. Also, makes a sick combo with Bloodghast. This is the 3rd card so far that requires drawing a creature to achieve something, so there's no more room for Adventuring Gear. 1 Needlebite Trap ... a good finisher for a fast evasive deck like this, but maybe Sadistic Sacrament is better here. If the opponent has a slow deck with traps, bombs, and tons of repeat life gain, Needlebite gets sided out for Sacrament. Actually, starting out with sacrament would allow me to scout the opponent's deck for more informed sideboarding. But I would expect more aggro opponents than control opponents. 1 Soul Stair Expedition ... good to start out with, awesome with Allies and Sphinx and Mosquito and Carnage Altar. 13 creatures: (a bit low, but then again there's Summoner's Bane and Soul Stair)
1 Guul Draz Vampire 1 Vampire Lacerator 1 Bloodghast 2 Welkin Tern 2 Umara Raptor 1 Windrider Eel 1 Crypt Ripper 1 Guul Draz Specter 1 Nimana Sell-Sword 1 Heartstabber Mosquito 1 Sphinx of Jwar Isle
17 Land:
9 Swamp ... want more for Crypt Ripper and 2nd turn Bloodghast, but can't increase any more 8 Island ... because I need at least this much for Sphinx kicker
Goblin Artisans - A Magic Design Blog by GDS2 Contestants and Collaborators
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