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Magic: The Gathering Daily MtG Article .. 05/22/2012 ReConstructed: "Third Turn Standard...
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Switch to Forum Live View 05/22/2012 ReConstructed: "Third Turn Standard Kills"
1 year ago  ::  May 29, 2012 - 6:18PM #21
DarkArtist711
Date Joined: Oct 31, 2005
Posts: 625
I love how when I post this deck nearly 25 days ago and other variations it gets NO RESPONSES. im so tired of people who only want to hear what pros are scheming up and go out of their way to build those deck the next day. maybe im just tired of the personalities on these forums who think there is only the archetypes and everything else is just noobish.

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1 year ago  ::  May 29, 2012 - 6:22PM #22
Sergeant.Wolf
Date Joined: Apr 24, 2012
Posts: 68
@ silpheed- the deck spends it's early turns using cards like desperate ravings, faithless looting, and forbidden alchemy to get rid of cards with ETB effects. Then, play Seance (and maybe warstorm surge). Return an ETB dude back every turn, use their ability, flicker them via Venser, the Abuser. Use control aspects like O-ring to stay alive. Of course, there are a ton of tinier interactions within the deck to...
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1 year ago  ::  May 29, 2012 - 7:35PM #23
chronego
Date Joined: Jul 6, 2011
Posts: 1,290
Seance puts a token copy onto the battlefield, so flickering it with Venser does nothing.
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1 year ago  ::  May 29, 2012 - 7:59PM #24
silpheed_tandy
Date Joined: Jul 15, 2011
Posts: 441
seargeantwolf, thanks for the rundown of the seance deck! (and lol @ "venser, the abuser")
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1 year ago  ::  May 29, 2012 - 8:33PM #25
Snugglie
Date Joined: May 29, 2012
Posts: 3
Venser is really an afterthought in the Seance deck, as stonehorn locking your opponent provides a nice alternate way to win games. Ideally you just want to loot a mirror-mad and then Seance it and shuffle away the token. You ought to mill 15+ cards before finding a real mirror mad, and these cards will include some number of sphinxes, stonehorns, lootings, and desperate ravings. In two or three turns from there you'll mill the rest of your deck from there and win with a lab maniac. Sometimes you can do this this without resolving another spell.

If anyone is going to try building the deck I suggest: +1 forbidden alchemy, + 2 phyrexian metamorph (for more interactions), -2 desperate ravings, -1 Warstorm surge (it's cute but a bit clunky, probably has a spot on the sideboard)
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1 year ago  ::  May 29, 2012 - 9:06PM #26
Thalatta
Date Joined: Apr 16, 2011
Posts: 151
Infect decks are cute, and I think they can make good surprise metagame choices...but I'd rather be playing something with Phyrexian Crusader, with all the white and red cards running around right now. Of course, Strangleroot Geist makes infect decks gnash their teeth.

The real problem with a deck like this is that sometimes it just doesn't draw threats...and rolls over and dies once the first one is off the board. Without aggressive and skillful mulligans, this problem just becomes worse, and

Delver is a deck that plays a similar threat density, true, but it also plays 8-12 cantrips - effectively increasing said threat density dramatically, as well as augmenting card selection. Stick a bunch of Ponders and Probes and Thought Scours and maybe even a Runechanter's Pike in there...and perhaps infect would have more staying power.
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1 year ago  ::  Jun 02, 2012 - 11:50PM #27
Aazadan
Date Joined: Mar 2, 2012
Posts: 18
I made a version of this deck a couple weeks ago for FNM.  I went with:
Spoiler: Show

Land 22
7 Forest
7 Island
4 Hinterland Harbor
4 Inkmoth Nexus

Creatures 10
4 Blighted Agent
4 Glistener Elf
2 Tandem Lookout

Spells 26
4 Artful Dodge
4 Mutagenic Growth
4 Titanic Growth
4 Ponder
4 Wild Defiance
3 Apostle's Blessing
3 Wild Hunger

Artifacts 2
2 Livewire Lash

Sideboard 15
3 Vapor Snag
3 Naturalize
3 Spellskite
3 Signal Pest
3 Ranger's Guile


The main differences between my list and what Gavin came up with are that I run fewer land and fewer creatures, but the list is a little more consistent.  I use Inkmoth to cheat the creature count a little and can pump my guys up.  Since this deck wants to win in the first couple turns Ponder shows you exactly what you have to work with so you know right away whether you have what you need or not.  If you don't you can shuffle it away and try again.  Tandem Lookout was added as an experiment, he works pretty well but you don't want too many of him.  If you stick one, you're winning the game.  He could possibly be replaced by Blight Mamba but the extra card draw is really valuable, especially in situations where you don't have a Lash or Defiance.

So far I've only played the deck in side matches during FNM and haven't actually used it as my deck choice for the night but it's had a pretty good record so far, going 6-0 but I haven't gone up against bad matchups yet, only against aggro decks which is where a strategy like this shines.
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1 year ago  ::  Jun 07, 2012 - 11:18AM #28
ProfWalsh
Date Joined: Jun 20, 2011
Posts: 47

May 28, 2012 -- 10:48PM, 256k wrote:

Isn't there actually a turn 2 kill in this deck?

Turn 1: Land, Glistener Elf
Turn 2: Land, 3x Mutagenic Growth, 1x Titanic Growth ... Swing

Seven cards, 10 power of infect damage on turn 2.




There used to be one:

Turn 1: Forest, Glistener Elf

Turn 2: Mountain, Cast Assault Strobe on Glistener Elf, *Elf gains doublestrike*, Cast Groundswell *Because a Mountain came into play the Glistener Elf gains +4/+4 until end of turn* then swing with the Glistener Elf for 10 infect.

But this went out when Zendikar crashed and burned.

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