i have no idea if this will work. thats 8 golem foundrys. well see.
Tuesday, October 12, 2010
Tuesday, December 15, 2009
Worldwake Spoilers
Spoilers are starting. So far I've seen three complete cards. Abyssal Scornlight I'm not excited about outside of limited (where it's a bomb, don't let anyone tell you otherwise). Leatherback Baloth is much better constructed-wise, but don't expect to see ME playing mono green stompy.

Celestial Colonnade, on the other hand, is my kind of card. I love lands that function as something other than a mana-producer, and man lands are great for that. This may not be as aggressive as the Treetop Village cycle at 5 to activate but it's early manafixing and, frankly, can you think of a better color pair to wait around for the late game? This will see competitive play. I'm hoping to use it in UW or UWR Trap Control.
Celestial Colonnade, on the other hand, is my kind of card. I love lands that function as something other than a mana-producer, and man lands are great for that. This may not be as aggressive as the Treetop Village cycle at 5 to activate but it's early manafixing and, frankly, can you think of a better color pair to wait around for the late game? This will see competitive play. I'm hoping to use it in UW or UWR Trap Control.
Monday, November 30, 2009
Runeflare Trap, part 2
This deck did pretty well in testing, but I definitely noticed some things that weren't working. I would like to say that it played something of a mirror match. This other deck used Howling Mines and Runeflare Traps, but it was mono-red with Ball Lightning, Elemental Appeal, and Hell's Thunder. Here's how the game went. I won the roll. Turn one, traded Lightning Bolts. Turn two, Howling Mine apiece. Turn three double Runeflare I win. Sweet game.
Burning Inquiry, despite all my gushing, didn't work. I really thought it would. I was wrong and it needs replaced. What I think it should be replaced with is 2 copies of Swerve, my sideboard all-star, and 2 Font of Mythos to up the consistency.
The sideboard I brought was just so-so other than the swerves. What I think it needs (besides the other 2 Swerves) is Goblin Ruinblaster, Magma Spray, Whiplash Trap, and Pyroclasm.
Burning Inquiry, despite all my gushing, didn't work. I really thought it would. I was wrong and it needs replaced. What I think it should be replaced with is 2 copies of Swerve, my sideboard all-star, and 2 Font of Mythos to up the consistency.
The sideboard I brought was just so-so other than the swerves. What I think it needs (besides the other 2 Swerves) is Goblin Ruinblaster, Magma Spray, Whiplash Trap, and Pyroclasm.
Friday, November 27, 2009
Runeflare Trap deck
Runeflare Trap is a card that immediately caught my attention. It has the potential to do upwards of 7 damage for one, but it's definitely a card you have to plan around. I worked up two possible decklists to maximize it.
The first was a grixis-colored contraption. It used Howling Mine and Font of Mythos to fulfill the trap requirement, a lot of bounce to keep their hands stocked, a sprinkling of cascade to up the power level, and Lightning Bolts and Burst Lightnings to, you know, kill them. This deck was fun in playtesting, but really just not fast enough. Maybe in casual, but I really think this deck can be competitive so I quickly moved on to my other list.
For the faster list, I wanted to cut one of the colors to smooth it out. I thought initially about keeping the black, but then I'd want Blightning which is counterproductive. Yes, that was my whole reasoning for deciding on Red-Blue.
So the obvious inclusions here, after Runeflare Trap itself, are Lightning Bolt and Burst Lightning. These are standard for anything calling itself burn and I don't really need to say more. Howling Mine seems like another easy inclusion, I want my opponent to draw cards and I would enjoy a full hand of cheap burn spells myself. My next choice was Call to Heel. Keeps you safe from creatures, puts two cards in their hand, and can trigger the trap with just one Howling Mine. Heres where it starts to get tricky. You can go with Fabricate and Trapmaker's Snare and make this a combo deck or you can stay aggressive. I personally love combos, but I like to make sure my combo deck can win without them working out. So no Fabricate for sure, but maybe the snare if I have room. So my next thought for burn is Hellspark Elemental. It sounded even more appealing when I remembered the existence of Burning Inquiry. It can give you the discount on Runeflare Trap all by its lonesome and can (if you're very lucky) toss your unearther in the graveyard. We definitely need some kind of sweeper, and I think the instant speed and damage to player gives Volcanic Fallout the edge over Pyroclasm. Goblin Guide provides some hasted damage and can stuff extra cards in their hand and seems like another great fit. For my last card, I would love to have something else that can do things from your graveyard. Punishing Fire comes to mind, but is probably best left in the sideboard. I wish Flame Jab was standard just for this deck, but it was not to be. Brackwater Elemental seems the best of the unearthers though Scourge Devil also has its appeal. I just don't think any of those cards are right for the deck though, so I think a couple Trapmaker's Snares are the best choice.
Decklist
4 Island
14 Mountain
This second list is lightning fast and worked quite well in testing. I didn't think about this, but the Burning Inquiry had a hint of disruption. I love to see an opponent discard a card that they clearly would have played next turn. I'll be taking this deck to Friday Night Magic to see how it does. If you're curious, here the grixis list I was thinking about. Mana isn't figured out, but if it's casual anyway just use the best fixing you have.
Subscribe to:
Comments (Atom)
