Everyone know that with the main theme of Savior of Kamigawa is Hand Size. And this seems to be a popular idea to build decks around. I know blue does the whole card drawing thing but it seems that drawing isn't too much in Saviors.But what Colors are better than the rest at meeting this theme? And what kind of card would use for those colors?
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You said Blue. Well, it has to be Blue. They already have a way of increasing hand size with all the Soratami out there. That's why they're the only color without the Sweep mechanic card.
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Blue/Green. Green has an overlooked hand-upping card, seek the horizon. Early game can save you, late game can give you +2 hand advantage. Kodama's reach as well.
right now im going to try and make a deck around Meloku and the black epic spell, pulling all your lands back to hand and making a slew of chump blockers to survive as you pull all of your opponents best cards and then the rest out of his or her deck.
Its Blue Green, Green has the mana acceleration to help out with some of the more expensive cards, and also gives you many lands to bounce back to your hand. Blue is an obvious inclusion.
I've seen some messed up stuff with monoblue, using jushi apprentice, meloku, random small wizards, and the legend that lets you tap a wiz to draw a card. Very easy to get the jushi flipped, and he helps you nab counterspells/unsummons early on.
A simple yet very effective way of keeping your hand size lage is with the Journeyer's kite, through in the Top, and you've got a deck thinning, near Implusing deck engine.
I expect most mono-x-control decks to be using this as a deck thinner and card quality controller, and it just so happens to fit well with cards like Kagemaro & Neverending torment etc.
As far as the best colors for a hand size matters deck goes... it would need to be combo style... sort of...
Black/Blue - Blue card draw + Black removal/draw ability = HUGE hand
Mono-Blue - Need I say more?!
Blue/Green - Blue card draw + Under rated green draw capability (Commune with Nature, Seek the Horizon, Kodama's Reach, Enshrined Memories)
That is my opinion... thanks
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Green has an overlooked hand-upping card, seek the horizon. Early game can save you, late game can give you +2 hand advantage.
It should be noted that turn 4 is not the early game anymore. I can't see seek the horizon being useful in any deck short of a Seismic Assault style deck.
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I expect most mono-x-control decks to be using this as a deck thinner and card quality controller, and it just so happens to fit well with cards like Kagemaro & Neverending torment etc.
1) Kagemaro, First to Suffer (destruction is just deadly with the hand size)
2) Soramaro, First to Dream (Ability gets his REALLY big)
3) Masumaro, First to Hunger (He needs trample or Miren, the Moaning well to be effective)
4) Kiyomaro, First to Stand (Nice abilities... Problem is... White dont have much as far as draw goes)
5) Adamaro, First to Desire (Why do you want your opponent to have more cards than you?!)
As far as the best colors for a hand size matters deck goes... it would need to be combo style... sort of...
Black/Blue - Blue card draw + Black removal/draw ability = HUGE hand
Mono-Blue - Need I say more?!
Blue/Green - Blue card draw + Under rated green draw capability (Commune with Nature, Seek the Horizon, Kodama's Reach, Enshrined Memories)
That is my opinion... thanks
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It should be noted that turn 4 is not the early game anymore. I can't see seek the horizon being useful in any deck short of a Seismic Assault style deck.
Perhaps a red/blue deck using Spiraling Embers?