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1 year ago ::
Apr 26, 2012 - 9:19AM
#31
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Date Joined:
Sep 16, 2005
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1 year ago ::
Apr 26, 2012 - 9:51AM
#32
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Date Joined:
Sep 16, 2005
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I decided to return one more time. The U/W controly deck got me thinking. This is my take on a U/W flier, with some semblance of control to it, black splashed for 2 cards. This Deck was built in 0:05:03
Total Deck Size: 40 15 Lands --------------- 4 Island 10 Plains 1 Swamp
11 Creatures --------------- 2 Chapel Geist 1 Delver of Secrets 1 Doomed Traveler 1 Elgaud Inquisitor 1 Galvanic Juggernaut 1 Geist-Honored Monk 1 Invisible Stalker 1 Mausoleum Guard 1 Niblis of the Urn 1 Sanctuary Cat
14 Other Spells --------------- 2 Break of Day 1 Burden of Guilt 1 Curse of Exhaustion 1 Dissipate 1 Frightful Delusion 1 Hysterical Blindness 2 Skillful Lunge 1 Smite the Monstrous 1 Think Twice 1 Thought Scour 1 Tragic Slip 1 Undying Evil
This deck doesn't seem as strong as your other builds. I would drop Curse of Exhaustion from all decks, as this isn't a very effective card in limited. Usually doesn't do much to help you. There are some changes you could make to make this deck stronger. -1 Sanctuary Cat -1 Skillful Lunge -1 Break of Day -1 Thought Scour -1 Hysterical Blindness -1 Plains +1 Stitched Drake +1 Fortress Crab or Headless Skaab +1 Skirsdag Flayer +1 Isolated Chapel +1 Island +1 Swamp These changes will give you more power in the creature department and also more defense to slow your opponent down. Cat is a weak creature, that doesn't fit a control theme. Break won't be as effective with a lower creature count. You are trying to fly over the defense, Drake is a great addition. Crab or Skaab will slow down the opponent's attack. Skaab can gives you a little power on the ground to take out some opposing creatures, but may be harder to cast with the additional requirements. Flayer adds more control to your deck, and allows you to creature fliers by saccing your humans, also untapping the Juggernaut. Scour is probably in the deck just for the card draw anyway and I'm sure you just overlooked the Chapel as this is an automatic inclusion with B/W. Adding in the other lands will smooth your mana base and get your land count up to 17, making it play much better. I would also think of replacing Frightful Delusion with Lost in the Mist if you are confortable with the double blue. Mist is a 2 for 1 spell, a little slower but always effect where Delusion can be a dead card most of the time. They are also good sideboard swaps depending on how the first game plays out.
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1 year ago ::
Apr 26, 2012 - 10:06AM
#33
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Date Joined:
Sep 16, 2005
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This Deck was built in 0:05:51Total Deck Size: 4017 Lands --------------- 6 Mountain 8 Plains 2 Swamp 1 Isolated Chapel 16 Creatures --------------- 1 Ashmouth Hound 2 Chapel Geist 1 Doomed Traveler 1 Elgaud Inquisitor 1 Falkenrath Torturer 1 Galvanic Juggernaut 1 Geist-Honored Monk 1 Kruin Outlaw 1 Mausoleum Guard 1 Midnight Guard 1 Niblis of the Urn 1 Pitchburn Devils 1 Scourge of Geier Reach 1 Skirsdag Flayer 1 Village Bell-Ringer 7 Other Spells --------------- 2 Burning Oil 2 Skillful Lunge 1 Tragic Slip 1 Undying Evil 1 Wrack with Madness Since so many people are trying black, white and red in different combinations, I thought I would give   with a splash of  a try. This is how it turned out. This may be stronger than just a straight   or   . Plenty of removal and flying. Use the removal to take out opponent's fliers and any threat on the ground. Should be able to fly over the top to deal plenty of damage, or will have a few creatures on the ground that could be a big threat. This deck has a decent curve and should be ok with getting the right lands when I need them. Turn 3 may be the only difficult mana requirement with 3 double costed mana creatures.
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1 year ago ::
Apr 26, 2012 - 11:00AM
#34
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This Deck was built in 0:07:18
Total Deck Size: 40 17 Lands --------------- 2 Mountain 8 Plains 6 Swamp 1 Isolated Chapel ...
is the one card worth risking a splash into red?
You can't look at Burning Oil as one card. Having 2 copies gives the deck 4 more removal spells. I would argue that because of these 2 spells red is stronger than black. The Isolated Chapel can easily allow for a black splash and there are other really good red cards in the pool.
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1 year ago ::
Apr 26, 2012 - 11:19AM
#35
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Date Joined:
Aug 27, 2009
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This Deck was built in 0:11:03Total Deck Size: 4017 Lands --------------- 8 Plains 8 Swamp 1 Isolated Chapel 16 Creatures --------------- 1 Brain Weevil 1 Doomed Traveler 1 Elgaud Inquisitor 1 Falkenrath Torturer 1 Galvanic Juggernaut 1 Gavony Ironwright 1 Geist-Honored Monk 1 Geralf's Messenger 1 Mausoleum Guard 2 Midnight Guard 1 Ravenous Demon 1 Screeching Bat 1 Skirsdag Flayer 1 Vampire Interloper 1 Village Bell-Ringer 7 Other Spells --------------- 1 Burden of Guilt 1 Heavy Mattock 2 Smite the Monstrous 1 Tragic Slip 1 Undying Evil 1 Witchbane Orb With lots of humans to sacrfice ot the Ravenous Demon , Falkenrath Torturer , and to the Elgaud Inquisitor , I thought White/Black was a good way to go. There is also a black intimidator which is nice too, along with a nice Heavy Mattock for those humans to use as well. Some of those humans also put out flying spirit tokens when they die. Tragic Slip is a good removal card and Undying Evil can keep a creature out. This to me seems to be a good selection.
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1 year ago ::
Apr 26, 2012 - 11:23AM
#36
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Date Joined:
Jul 31, 2011
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1 year ago ::
Apr 26, 2012 - 11:42AM
#37
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Date Joined:
May 31, 2010
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I pulled up the slider on the card pool and the white kept spilling out. At the bottom was a Geist Honored Monk so I knew I was going to play white. I found about 15 white cards that were getting into the main deck. I noticed that there was an Isolated Chapel in the pool, and the black had some quality too! So I went White-Black.
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1 year ago ::
Apr 26, 2012 - 1:14PM
#38
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Date Joined:
Sep 16, 2005
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Blue/White does have a control feel to it. I don't think it is as strong as other color combinations. You are definitely relying heavily on white for creatures. I do like the Invisible Stalker , but that was the only reason I thought of blue. What is better than a 1/1 hexproof unblockable creature? A 3/3 hexproof unblockable creature. Why not play Heavy Mattock with the Stalker? Stalker out on turn 2, Mattock out and equipped to Stalker on turn 4. With no other creatures an equipped Stalker can take care of your opponent in 7 rounds. Add some other creatures or power boosting effects, for quicker result. Mattock isn't a great card, but it is very good when on a Stalker. -1 Sanctuary Cat -1 Smite the Monstrous +1 Heavy Mattock This will get you down to a 40 card deck and keep your land count at 18.
Thanks for the advice. I could see the sactuary cat being taken out. Reason I didn't use the mattock, and I thought a lot about it was, my premise for the deck was getting more creatures out and controlling you. But I'd agree to take cat out and put Mattock in but leave the smite as well.
If everyone is comparing my deck vs. your deck from the same cardpool I think that is silly. The same cardpool is very unlikely in limited. I think the black cards only truly midiocre for strength and a lot of risk and situational. most these b/w decks I think would fall to green/red of a better cardpool. But who knows, one reason I like limited, adds the element of randomness and deck building choices and then add in play style and whoosh explosive fun matches.
Since you are trying to get more creatures out and controlling your opponent, you should look at putting in another creature or two. I would suggest adding Stitched Drake as a first suggestion if you are looking for attackers. It is a great creature and can do a lot of damage over the top. If you are looking for a large bodied ground creature Headless Skaab would be the way to go. It can be good either as an attacker or blocker. If you want to stay away from the exile cost of the zombies, then I would say Fortress Crab . Crab has a big defense that can hold off most creatures.
The reason I suggested removing one Smite the Monstrous is because most limited decks only have 1 or 2 4-power creatures, which would make your second Smite a dead draw. If you see more in the first game, side in the second for the last two games. You could also take out a land to get down to 40 cards, unsure how effect 17 lands would be in a control deck. Never played a control deck in limited. But 17 lands has always worked well for me in limited.
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1 year ago ::
Apr 26, 2012 - 1:20PM
#39
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Date Joined:
Sep 16, 2005
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Isolated Chapel seems to help push people into a WB deck. It has good synergy, but I do feel that red has stronger cards than black. WB was my original thought, until I looked at Red. I did build both WB and WR, but I would rather play the WR if I had a choice. Or maybe the WRb build. As this takes the strongest cards from black and red.
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1 year ago ::
Apr 26, 2012 - 1:28PM
#40
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Date Joined:
Apr 26, 2012
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3 Mountain 12 Plains 4 Swamp 1 Isolated Chapel 1 Ashmouth Hound 2 Chapel Geist 1 Doomed Traveler 1 Elgaud Inquisitor 1 Falkenrath Torturer 1 Galvanic Juggernaut 1 Gavony Ironwright 1 Geist-Honored Monk 1 Hinterland Hermit 1 Mausoleum Guard 2 Midnight Guard 1 Ravenous Demon 1 Skirsdag Flayer 1 Village Bell-Ringer 1 Burden of Guilt 2 Burning Oil 1 Faith's Shield 1 Night Terrors 2 Smite the Monstrous 1 Tragic Slip
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