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9 months ago ::
Oct 21, 2012 - 12:40AM
#1
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Date Joined:
Oct 27, 2007
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I present my first deck, a casual deck for the Return to Ravnica game day next Saturday (October 27). I'm a very casual player, mostly play with my wife and daughter. This will only be my fourth store event ever. We own mostly M13 and RTR cards, so that is what I have focused on, with minor exceptions. Creature (25) 1 x Angel of Serenity 4 x Arctic Aven 4 x Azorius Arrester 2 x Isperia, Supreme Judge 3 x Judge's Familiar 4 x Lyev Skyknight 3 x New Prahv Guildmage 4 x Skymark Roc Enchantment (12) 4 x Detention Sphere 3 x Favorable Winds 3 x Martial Law 2 x Sphere of Safety Land (23) 4 x Glacial Fortress 4 x Hallowed Fountain 7 x Island 8 x Plains Sideboard (15) 4 x Mizzium Skin 4 x Dispel 3 x Rest in Peace 2 x Supreme Verdict 2 x Palisade Giant
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9 months ago ::
Oct 21, 2012 - 1:16AM
#2
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Date Joined:
Feb 28, 2011
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9 months ago ::
Oct 21, 2012 - 1:23AM
#3
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Date Joined:
Sep 10, 2012
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While I disagree with rawsugar about your creatures being "wrong", I do agree about the addition of Azorius Charm . It's a card that's very easy to overlook, while it can easily turn the tide of the battle! And sadly, the Guildmage may have to go. I mean he's good for manasinking into the detain ability, but most of your creatures already got flying, so you won't be using his 1st ability that much, and you'll only gonna use his 2nd ability when you've got nothing in your hand anymore (it's still cool to be able to detain at that price, but yeah, I don't know what else to remove in your deck in favor of Azorius Charm so...) - Oh and your dual lands look really delicious...if it only didn't cost that much, I'd like to have a playset for every combination of colors
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9 months ago ::
Oct 21, 2012 - 7:55AM
#4
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Date Joined:
Oct 27, 2007
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most of your creatures are wrong imo, the one time detain is good if youre trying to break through in a fast deck. Im this deck its on the level of lifegain - it gives you a small bonus now but doesnt improve the board state and in the long run will cost you games.
Yes, detain is (mostly) an enters-the-battlefield ability. But by your argument, is the entire mechanism broken? There are not that many card that allow detain to be repeated, especially not efficiently.
same goes for masds boosts like favorable winds
Can you expand on this? I thought that was a great card given all the flyers.
cards like dungeon geist and skymark roc work better
I agree, this is a good card. I basically only own M13 and RTR cards, but I'm ok with buying a few cards from other expansions if they are not too price ( Favorable Winds falls in this category).
id replace your small agro creatures with cheap defensive stuff like azorius charm and alchemist's apprentice , as well as move those sweep to mainboard.
The problem with Azorius Charm and to a lesser extent [Supreme Verdict] is that the enchantments worm with the Sphere of Safety . In fact, I was toying with the idea of including Ethereal Armor , but was worried about the 2-for-1 effect upon creature removal.
at the moment id give your deck favorable chances vs weenies, but most other decks id say you will eventually lose to.
I'm casual, if I get 1 or 2 wins I'll be happy. If you think there is a high likelihood I will lose every geame at a casual event in the standard format, I'll do a complete rethink. I'm not rejecting your advice, I just want to be upfront about my expectations.
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9 months ago ::
Oct 21, 2012 - 8:00AM
#5
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Date Joined:
Oct 27, 2007
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While I disagree with rawsugar about your creatures being "wrong", I do agree about the addition of Azorius Charm . It's a card that's very easy to overlook, while it can easily turn the tide of the battle!
I agree that it's a good card, but see my above reasoning regarding use of enchantments to support Sphere of Safety . Should I maybe give up the enchantment idea entirely and go with a standard set of instants?
And sadly, the Guildmage may have to go. I mean he's good for manasinking into the detain ability, but most of your creatures already got flying, so you won't be using his 1st ability that much, and you'll only gonna use his 2nd ability when you've got nothing in your hand anymore
I agree he's a question mark. The flying would only work on himself and the arresters (but with Favorable Winds up it would also pump up those two non-flyers by at least +1/+1. He's in there mostly for the reusable detain, but I'm thinking Dungeon Geists might be what replaces him.
Oh and your dual lands look really delicious...if it only didn't cost that much, I'd like to have a playset for every combination of colors 
Well, that part is wishful thinking. I own the 4x Glacial Fortress . I don't own a single Hallowed Fountain : I think I may buy one, and then do a low cost option for the other three until I (hopefully) one day own more.
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9 months ago ::
Oct 21, 2012 - 8:37AM
#6
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Date Joined:
Feb 28, 2011
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dude, you just gave me inspration for next deck, thx!!  detain does well in a fast deck where you mix pure beaters ( like the ton of 2/1 soldiers) with detainers to keep opponent from defending vs your weenies. theres also a card like inaction injunction that buys you time in a slower deck to set up without costing you a card. mass boosts IS nice, but its best with tokens and in decks centered on offense. here it will make your creatures bigger but only a little and youre unlikely to have many creatures. You'd be much better off with creatures likely to gain you advantage on their own than relying on a board situation that isnt terribly likely in this deck. an enchantment defense is certainly possible - in fact i think i might build 1 myself^^ but you need more enchantment, 4 spheres and some o-rings. possibly more draw to make it more likely you have a sphere of safety. I would expect this deck to do fairly bad - not terrible but certainly not well either. There are some good cards in there but very little that can help you actually gain advantage and win. If opponent is unlucky or runs a fast deck that you can keep from winning (and where your creatures will at least trade 1:1 and some better, or flying will let you damage while he cant touch you) - then you can win. vs most decks he will cast more threats than you can handle and eventually overpower you. it all depends how casual the event is tho
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9 months ago ::
Oct 21, 2012 - 9:31PM
#7
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Date Joined:
Oct 27, 2007
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Ok, I offer two variations. The first is a modest variation on the first deck. New Prahv Guildmage is gone and I have Dungeon Geists insted. Also fewer creatures and more enchantments: Creature (22) 1 x Angel of Serenity 4 x Azorius Arrester 4 x Dungeon Geists 2 x Isperia, Supreme Judge 3 x Judge's Familiar 4 x Lyev Skyknight 4 x Skymark Roc Enchantment (15) 4 x Detention Sphere 3 x Martial Law 4 x Soul Tithe 4 x Sphere of Safety Land (23) 4 x Glacial Fortress 4 x Hallowed Fountain 7 x Island 8 x Plains Sideboard (15) 4 x Dispel 4 x Supreme Verdict 3 x Rest in Peace 4 x Mizzium Skin The second is a more substantial change and has less reliance on detain: Creature (23) 4 x Alchemist's Apprentice 1 x Angel of Serenity 4 x Azorius Arrester 4 x Dungeon Geists 2 x Isperia, Supreme Judge 4 x Precinct Captain 4 x Skymark Roc Enchantment (14) 4 x Detention Sphere 4 x Martial Law 2 x Oblivion Ring 4 x Sphere of Safety Land (23) 4 x Glacial Fortress 4 x Hallowed Fountain 6 x Island 9 x Plains Sideboard (15) 4 x Azorius Charm 4 x Dispel 4 x Supreme Verdict 3 x Rest in Peace I have Azorius Charm in one my sideboards, but I guess I don't understand why it it is supposed to be so good. It still doesn't help me with Sphere of Safety . Any thoughts would be appreciated. Also, which is a better control enchantment to use: Oblivion Ring or Soul Tithe ?
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