Quote:
Originally Posted by Constantine
Do you have a decklist to share?
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Do you have a decklist?
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From the PTQ? I don't remember exactly what I had, but I can try to reconstruct it.
UWg Control
1 Tormod's Crypt
3 Engineered Explosives
4 Condemn
2 Sensei's Divining Top
4 Counterspell
4 Hinder
2 Sacred Mesa
3 Trinket Mage
3 Cunning Wish
4 Faith's Fetters
3 Thirst for Knowledge
1 Fact or Fiction
2 Nantuko Monastery
3 Flooded Strand
3 Windswept Heath
2 Breeding Pool
4 Hallowed Fountain
1 Temple Garden
1 Ancient Den
1 Seat of the Synod
4 Plains
4 Islands
1 Forest
Sidedeck
2 Trickbind
3 Tormod's Crypt
2 Wing Shards
1 Fact or Fiction
3 Arcane Laboratory
3 Rule of Law
1 Pithing Needle
Like I said, I don't remember it exactly, but this is the gist of it. CounterTop was the only matchup that I know of that was unfavorable, but it wasn't popular at the time. I lost to it in round 7 I believe, but I think it was the only CounterTop deck in a huge tournament.
The Trinket Mages acted as a toolbox, allowing me to tutor for Crypt, E Explosives, and the Top, plus land if necessary. They also forced me to shuffle my deck, which combos with Top. And having a 2/2 body isn't useless.
Hinder was actually often better than Counterspell. If I had the mana for it, putting the card on the bottom was really handy against all sorts of GY effects. Ichorid, Life from the Loam, flashback, and several other things are all hurt by Hinder.
The same applies for Condemn. It costs only one mana to get rid of a threat, and it puts it on the bottom of the deck, which is helpful. And since I don't care much about the opponents' life totals, the life gain doesn't matter. It also stops Affinity from using Modular, which is huge.
Sacred Mesa was one of the best win conditions. It was like Meloku on crack. Since it's an enchantment, a lot of decks had no answer for it, and when they do answer it, I'd still have several 1/1 flyers on the board. If they can't kill it, I can chump block forever, or even kill guys, and eventually swing across with a dozen or more Pegasi tokens.
Cunning Wish is pretty obvious, but some of my targets for it weren't. Trickbind was useful against a lot of effects, but especially TEPS. Playing Cunning Wish for Wing Shards automatically gives you storm count, which is really handy at times.
Faith's Fetters was often like Vindicate, but better. It does cost one more, but the color requirements are easier. It can hit man lands, creatures, Jitte, etc. Their card didn't die, so any GY effects are prevented. And the 4 life gain is really handy against aggressive decks.
Nantuko Monastery is one of the best manlands ever made. It's not hard to get threshold, and GW is incredibly cheap. And it gives you a 4/4 first strike until EoT. People would forget about it all the time, and lose their guy to it. The first strike makes it a lot harder to send a guy at it then burn it out. And of course it can be hard to kill.
I ran a lot of basic lands because Blood Moon was seeing play, and in fact I won a match and tied another because I had so many basics, and the fetch lands could bring them out.
In the side, the Arcane Lab and Rule of Law were my tech against TEPS. It's hard to get a storm count if you can only play one card per turn.