| BYU 14 |
05-28-2008 09:59 PM |
Main Deck Review
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| Deck Name: Tide of Terror
| Colors: blue/white splash - Style: beatdown/control
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| Main Deck 60 cards
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| Lands: 22
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| 10 Island - adds 1 blue mana when tapped
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| 8 plains - adds 1 white mana when tapped
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| 2 Boreal Shelf - adds either 1 blue or 1 white mana when tapped
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| 1 Adarker Wastes - adds either 1 colorless, 1 blue or 1 white mana when tapped
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| 1 Vivid Creek - adds 1 blue mana when tapped. Also holds 2 counters that can be used as any color mana
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| Creatures: 22 (Abilities available when they are in play)
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| 4 Judge of Currents - Adds 1 life whenever a Merfolk is tapped
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| 4 Lords of Atlantis - Other Merfolk gain +1/+1 plus Island walk (Can't be blocked if opponent has an Island)
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| 4 Merrow Reejery - Merfolk you control gain +1/+1, whenever you play a Merfolk spell tap or untap target
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| 2 Sage of Fables - Other Wizards you control enter play with a +1/+1 counter
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| 2 Stoneybrook Banneret - Islandwalk\Merfolk and Wizard spells cost 1 less to play
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| 4 Stoneybrook Schoolmasters - When these become tapped put a +1/+1 blue Merfolk Wizard into play
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| 2 Tideshaper Mystics - Tap Mystic, target land becomes Island until end of turn.
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| Spells: 16
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| 4 Rune Snag - Counter spell unless opponent pays 2 mana, plus 2 mana for each Rune Snag in all graveyards
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| 3 Ancestral Vision - Suspend 4 turns, target player draws 3 cards
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| 2 Ponder - Look at top 3 cards of library, put them back in any order, then draw a card
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| 4 Oblivion Ring - Remove a non-land permanent (Creature, Artifact or Enchantment) from the game
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| 3 Merrow Commerce - At the end of your turn untap all Merfolk you control (Very important spell)
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| Side Board
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| 1-Arcanis the Omnipotent, 4 Latchkey Faeries, 2 Spellstutter Sprites, 4 Momentary Blink, 4 Sages Dousing
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The ideal way to play this deck is to get a Ancestral vision into play in the first turn or two, to insure you have a nice draw to restock your hand within 4-5 turns in. In the meantime I look to control the opponent with Rune Snag and Oblivion Ring will I build enough land to get a Merrow Reejery, Lord of Atlantis and either Judge of Currents or Merrow Commerce into play.
The Reejery are key as they allow me to untap a land every time I play a spell, which of course gives me back mana to play an extra spell or two each turn, plus they have a +1/+1 bonus. The Lords give a +1/+1 as well and grant Island walk, which I can use in conjuction with a Tideshaper Mystic (Turn an opponent land to an Island) and become unblockable. The Commerce and Judge of Currents help me pack on life points and keep my Creatures untapped at all times. Seperate they are good, if I can get both in play they are lethal.
This is a very flexible deck and allows me several ways to win as long as I get land down every turn and can replenish my hand at some point.
I will track the Decks record as I go and make tweaks as needed along the way.
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