Magic the Gathering Blog
I've been playing and refining the UW Artifact Control deck I posted a little while ago. Here's the current build. It feels a little bit merfolk, and there's a lot of commonality between the two. But unlike the fishmen, the esper creatures will be around post block rotation.
I've noted below just how many cards will rotate with the block rotation - and it's really not that many. Unfortunately, it's just about all of the counterspell suite, and I'm not sure what to replace it with yet.
Here's the deck:
UW Artifact Control
[Artifact Creatures - 20]
4 Court Homunculus
4 Esper Stormblade
4 Ethersworn Canonist
4 Ethersworn Shieldmage
4 Master of Etherium
[Instants - 13]
2 Path to Exile
4 Harm's Way
3 Sage's Dousing [Rotates in Oct]
4 Cryptic Command [Rotates in Oct]
[Artifacts - 4]
4 Fieldmist Borderpost
[Planeswalkers - 3]
1 Ajani Goldmane
1 Tezzeret the Seeker
1 Jace Beleren
[Lands - 20]
4 Glacial Fortress
4 Mystic Gate [Rotates in Oct]
3 Gargoyle Castle
5 Plains
4 Island
Sideboard
4 Silence
4 Vedalken Outlander
4 Sleep
2 Pithing Needle
1 Open the Vaults
Some features of the main deck:
* Ethersworn Canonist: Just a beating against anything playing Cascade, and so perfect in the current metagame. It also makes your counterspells that much better, as countering just one spell shuts your opponent down for the turn. If you bring in the Silences, your opponent has virtually no comeback, as countering the Silence still means they can't play spells that turn (excepting, of course, instants on the Silence-stack).
* Ethersworn Shieldmage: A fantastic card that protects against red sweepers and can act as a surprise blocker. He also does wonderful things with your opponents clock maths. I've won several games flashing him in at the end of my opponent's turn, playing a Master of Etherium and taking the game with that extra three points of damage.
* Harm's Way: Please, please do not underestimate this card. For one mana my Gargoyle Castles can now tangle with a Baneslayer Angel, or surprise-kill a Garruk with its own token, or enable a three-for-one when holding back blockers. Wonderful against Volcanic Fallout, it turns your guys from getting swept to four-damage against your opponent.
* Sage's Dousing: You may not realise it, but the Esper Stormblade, Ethersworn Shieldmage and Master of Etherium are all Wizards.
* Gargoyle Castle: Fanastic against decks that use dedicated sweepers, it avoids Firespout and Volcanic Fallout while in play, and can be held back to avoid a Hallowed burial. It's also an artifact so it gets protected by Ethersworn Shieldmage and buffed by the Master of Etherium. Until I played against a Planeswalker-Naya deck I didn't give the Castle enough credit. Now I do. Incidently, that game my opponent was forced to play two firespouts to kill the Gargoyle. On the second I flashed in a Shieldmage and immediately won the concession.
* Planeswalker Tag-Team: The three planeswalkers work so well together. Ajani is almost exclusively used for his second ability. Tezzeret will sometimes seek and sometimes untap. Jace is the draw engine to make sure you hit your counterspell suite.
Some features of the sideboard:
* Silence: To be boarded in against any kind of mana-ramp deck. If they can't get their mana-engine going then you can't lose.
* Sleep: Boarded in against any big-beast deck. Between 4 x Cryptic Command and 4 x Sleep they will never, ever get an attack step.
* Pithing Needle: Great against a lot of decks, especially those packing Planeswalkers or Putrid Leech.
* Open the Vaults: If you're really, really nervous about a board sweeper, this can really push you ahead once you've been hit and seem behind.
In playing the most common death has been due to a single card - Firespout. If you know your opponent is running Firespout, it's very, very important to play around it. With enough permission and protection, sometimes a lone Court Homonculus just goes all the way.
If you have any feedback, hit me up on @twitter.
I've noted below just how many cards will rotate with the block rotation - and it's really not that many. Unfortunately, it's just about all of the counterspell suite, and I'm not sure what to replace it with yet.
Here's the deck:
UW Artifact Control
[Artifact Creatures - 20]
4 Court Homunculus
4 Esper Stormblade
4 Ethersworn Canonist
4 Ethersworn Shieldmage
4 Master of Etherium
[Instants - 13]
2 Path to Exile
4 Harm's Way
3 Sage's Dousing [Rotates in Oct]
4 Cryptic Command [Rotates in Oct]
[Artifacts - 4]
4 Fieldmist Borderpost
[Planeswalkers - 3]
1 Ajani Goldmane
1 Tezzeret the Seeker
1 Jace Beleren
[Lands - 20]
4 Glacial Fortress
4 Mystic Gate [Rotates in Oct]
3 Gargoyle Castle
5 Plains
4 Island
Sideboard
4 Silence
4 Vedalken Outlander
4 Sleep
2 Pithing Needle
1 Open the Vaults
Some features of the main deck:
* Ethersworn Canonist: Just a beating against anything playing Cascade, and so perfect in the current metagame. It also makes your counterspells that much better, as countering just one spell shuts your opponent down for the turn. If you bring in the Silences, your opponent has virtually no comeback, as countering the Silence still means they can't play spells that turn (excepting, of course, instants on the Silence-stack).
* Ethersworn Shieldmage: A fantastic card that protects against red sweepers and can act as a surprise blocker. He also does wonderful things with your opponents clock maths. I've won several games flashing him in at the end of my opponent's turn, playing a Master of Etherium and taking the game with that extra three points of damage.
* Harm's Way: Please, please do not underestimate this card. For one mana my Gargoyle Castles can now tangle with a Baneslayer Angel, or surprise-kill a Garruk with its own token, or enable a three-for-one when holding back blockers. Wonderful against Volcanic Fallout, it turns your guys from getting swept to four-damage against your opponent.
* Sage's Dousing: You may not realise it, but the Esper Stormblade, Ethersworn Shieldmage and Master of Etherium are all Wizards.
* Gargoyle Castle: Fanastic against decks that use dedicated sweepers, it avoids Firespout and Volcanic Fallout while in play, and can be held back to avoid a Hallowed burial. It's also an artifact so it gets protected by Ethersworn Shieldmage and buffed by the Master of Etherium. Until I played against a Planeswalker-Naya deck I didn't give the Castle enough credit. Now I do. Incidently, that game my opponent was forced to play two firespouts to kill the Gargoyle. On the second I flashed in a Shieldmage and immediately won the concession.
* Planeswalker Tag-Team: The three planeswalkers work so well together. Ajani is almost exclusively used for his second ability. Tezzeret will sometimes seek and sometimes untap. Jace is the draw engine to make sure you hit your counterspell suite.
Some features of the sideboard:
* Silence: To be boarded in against any kind of mana-ramp deck. If they can't get their mana-engine going then you can't lose.
* Sleep: Boarded in against any big-beast deck. Between 4 x Cryptic Command and 4 x Sleep they will never, ever get an attack step.
* Pithing Needle: Great against a lot of decks, especially those packing Planeswalkers or Putrid Leech.
* Open the Vaults: If you're really, really nervous about a board sweeper, this can really push you ahead once you've been hit and seem behind.
In playing the most common death has been due to a single card - Firespout. If you know your opponent is running Firespout, it's very, very important to play around it. With enough permission and protection, sometimes a lone Court Homonculus just goes all the way.
If you have any feedback, hit me up on @twitter.
Archives
» May 2009
Magic the Gathering Blogroll
Older Archives
The old non-Magic the Gathering related wrongwaygoback.com archives.
Everything on this site Copyright Neale Talbot 2009.
0 Comments:
Add a Comment