- RileyMcAwesome
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Member for 9 years, 9 months, and 15 days
Last active Tue, Apr, 30 2019 14:39:24
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Jul 19, 2017RileyMcAwesome posted a message on Theros: Elspeth's TragedyGood point. I guess I more meant the deception, which I tend to view more as blue or maybe blackPosted in: Articles
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Jul 18, 2017RileyMcAwesome posted a message on Theros: Elspeth's TragedyBut what do the people do after hearing about how Heliod acted out of color? I need more!Posted in: Articles
Very enjoyable read, thanks! -
Jul 5, 2017RileyMcAwesome posted a message on The World of TherosHey, great article. I was recently talking to a friend about how I didn't know anything about Theros (other than I love their gods for EDH decks!). My only question: do you have more information or links about Gideon's "indestructible aura?" It isn't mentioned in his gamepedia page.Posted in: Articles
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The problem I see is countering your haste suite, or chumps. Only Battalion has trample, and you have no other type of evasion. An early Lingering Souls or something could slow you down enough for a board wipe. Or against any control, the cards you need just plain old don't get in.
EDIT: I would drop the Mana Tithe and maybe a few lands (weenie usually doesn't need more than 20), then add 4 Champion of the Parishs, and whatever else you prefer. Go for at least 8 turn 1 creatures I would think.
EDIT 2: Don't forget Elite Vanguard. And Elspeth Tirel may be better for the 3 1/1s as opposed to 1 1/1.
As I said, I don't really have the money for Snapcaster Mage, or Celestial Colonnade for that matter, but I do have a Sun Titan in my old EDH deck. As for the Porcelain Legionnaire, it seems to fragile. I have never experimented with it, but so much can wipe it out. Electrolyze, Grim Lavamancer, and I mentioned the control and burn at my current meta. The first thing I'll do once i get the money is Snapcaster Mage for sure. But other than the land you suggested, what would you say I should replace all the other things with? 2 less wipes, maybe 1 less snare and one less mana leak. 3 less planeswalkers. I'll be at least 2 cards short I think maybe 1 more Path but I really don't feel more than that would be necessary.
EDIT: Also, could you post your deck list?
4 Hallowed Fountain
4 Glacial Fortress
6 Island
8 Plains
Instants and Sorceries:
2 Path to Exile
3 Spell Snare
4 Mana Leak
2 Supreme Verdict
2 Detention Sphere
1 Jace, Architect of Thought
1 Gideon Jura
1 Venser, the Sojourner
4 Wall of Omens
4 Spellstutter Sprite
4 Kitchen Finks
2 Flickerwisp
4 Blade Splicer
4 Restoration Angel
BATTLE PLAN:
Use early game control in order to keep the enemy threats low, until you can whip out multiple 3/3 first strikers and 3/4 fliers. White is the blunt of the aggro, while splashing blue allows more control.
MANA:
The mana base is simple. Shock Lands, Check Lands, Basic Lands.
I'm contemplating whether or not Seachrome Coast would do well. So far I have no been sold on it. The deck runs more midrange, and has no need for the early fixing.
INSTANTS/SORCERIES:
The Path to Exile are not only a staple, but they do a good job of keeping the board in your favor.
The Mana Leak Spell Snare are for control.
The Supreme Verdict Detention Sphere help stop aggro decks that are common in my meta.
CREATURES:
Bread and Butter: Flickerwisp and Restoration Angel are the main way of abusing your other creatures. Also, both are good beat sticks.
Targets:
Wall of Omens is for card draw.
Kitchen Finks is for life gain/chump blockers with up to 12 uses (2 lives times 6 flicker creatures)
Spellstutter Sprite is for more control. They may seem lame, but they counter Lightning Bolt and Path to Exile. If they survive they can counter Lightning Helix and more. (To be replaced with Snapcaster Mage when I get $120 to spend)
Blade Splicer Major aggro and can control a board.
PLANESWALKERS:
Jace, Architect of Thought I just like him. Card draw... etc.
Venser, the Sojourner goes with the flicker theme pretty well.
Gideon Jura Protection from aggro, as well as a finisher.
CARDS I MIGHT ADD(When money allows):
1 Sphinx's Revelation: I don't know what I would replace, but I think this would help against both burn and control. Burn since it gains life, and control since it would help me last longer, slower games.
IDEAL TURN(So far):
T1: Island, maybe counter a two drop on their turn to ruin their tempo (with a Spell Snare)
T2: Plains, Wall of Omens or save mana for Mana Leak on their turn
T3: Plains, Flickerwisp the Wall of Omens, or Blade Splicer
T4: Any land, Attack with either the golem token or both. Restoration Angel on Blade Splicer. (You can Play the Angel on their turn in order to attempt to save the Splicer or to see if a counter is better used)
T5: Any land, Venser, the Sojourner, attack with everyone (putting the opponent at hopefully 9). At the end of the turn you can flicker either the Wall of Omens for more card draw or the Blade Splicer.
T6: Use Venser, the Sojourner to make your creatures unblockable. Attack. Win.
If you use a Snapcaster Mage or Spellstutter Sprite on turn 2 instead of a Wall of Omens, you can win a turn earlier. However, neither of those are as defensive and Snapcaster Mage has no target.
HOW WELL IT DOES:
I haven't tested it much, but in my meta there is Burn, Affinity, and a lot of Control.
So far it sucks against control, but does moderately well otherwise.
Suggestions/Thoughts please!