91
« on: December 15, 2009, 10:10:05 pm »
My current decklist:
22x quantum tower (no idea whatsoever how you can run a 60 card deck with 16 pillars...this is a control deck, and in M:tG, the aggro decks ran 20, while the control ran 26 lands...I simply don't understand how you can justify 16 towers only)
4 supernova
1 fallen druid
6 sundials
2 bonewall
3 elite otyugh
1 heavy armor
1 elite queen
3 protect artifact
3 dimensional shield
1 boneyard
2 feral bond
2 ultiharid
2 firestorm
3 improved steal
3 electrum hourglass
1 improved miracle
Something I'm wondering...since this deck is obnoxiously slow, why is it that firestorms are used instead of improved plagues? Is it just the fact that there are already 3 bone cards?
Furthermore, some comments:
The hard:
Seism: If you have protect artifact in your deck, if you draw it early enough, you steamroll him.
Rainbow: There's basically no beating her/him in a straight up slugfest. If you try to outdraw her/him, you'll deck out first, barring a protected eternity. And then of course there are the oodles of gravity force/thunderbolts/congeals in there.
Scorpio: Either you draw your feral bonds/improved miracle and enough critters in time, or you're screwed. Hit or miss.
Graviton: Sundials+protect artifact until you get, essentially, double firestorm.
The medium:
Hermes: Enchant artifact on your sundials and hourglasses. Or you get smacked silly.
Morte: If you can drop an Otyugh before he can get his virus on the table and you have sufficient card draw, you win.
Gemini: Steal the sword. Remove momentum. Draw druid/Otyugh combo. Transform+eat massive dragons. Win.
The easy:
Incarnate: You really should not lose here. Ever. Unless you have a very horrible draw (which do happen). Mindflayer/Ultiharid is GREAT here, when this guy has 4 graveyards and drops one of his retroviruses. If you don't eat it, he sacks it and puts all of your critters on a clock. But if you do eat it, he gets 4 skeletons. The solution? Just remove the ability.
FFQ: Pain in the behind matchup if she can draw the bow and you have no answer to it at that point. That's a soft lock that's a nuisance to play around.
Miracle: Same deal. If he drops a fluffy white puffy and pumps it up and you have no stall, that's a 5-turn clock. There really is only one solution, and that's bone wall.
Chaos Lord: Do NOT steal the diffusion fields early or you're hosed.
Overall: I feel that protect artifact cards are a must here. Three of the hard gods use permanent destruction liberally, as does the hardest of the mediums. Furthermore, if you could make space for a couple of purifies, that'd severely help with the morte and scorpio matchups.
Furthermore, I am running weaponless. I chose pulverizer, and it comes in far less handy than I thought it would (if you can keep the druid alive, he'll eventually morph something with steal or destroy) and instead opt to steal the weapon of the false god I'm facing.
I'm debating whether or not I should keep the supernovas. Considering that you might not get that original two entropy for a long time, assuming you even draw them, they seem like a waste of card space, and in that space, you could include another electrum hourglass to simply draw more towers faster, more druids, include artifact protect/purify/improved plague.