General:
Zur the Enchanter
White Creatures:
Sunblast Angel
Sun Titan
Yosei, the Morning Star
Akroma, Angel of Wrath
Blue Creatures:
Mulldrifter
Body Double
Vesuvan Doppleganger
Keiga, the Tide Star
Consecrated Sphinx
Black Creatures:
Fleshbag Marauder
Dimir House Guard
Shriekmaw
Puppeteer Clique
Skithiryx, the Blight Dragon
Geth, Lord of the Vault
Grave Titan
Massacre Wurm
Multicolor Creatures:
Shadowmage Infiltrator
Angel of Despair
Robots:
Solemn Simulacrum
Duplicant
Zur-chantments:
Seal of Cleansing
Luminarch Ascension
Oblivion Ring
Ghostly Prison
Battle Mastery
Rhystic Study
Copy Enchantment
Archmage Ascension
Propaganda
Phyresis
Seal of Doom
Necromancy
Steel of the Godhead
Planeswalkers:
Jace, the Mind Sculptor
Venser, the Sojourner
Artifacts:
Sol Ring
Azorius Signet
Dimir Signet
Orzhov Signet
Coalition Relic
Obelisk of Esper
Mimic Vat
Skullclamp
Lightning Greaves
Sword of Fire and Ice
Sword of Light and Shadow
Other Spells:
Path to Exile
Swords to Plowshares
Wrath of God
Phyrexian Rebirth
Deep Analysis
Foresee
Bribery
Rite of Replication
Time Spiral
Demonic Tutor
Barter in Blood
Damnation
Profane Command
Black Sun's Zenith
Vindicate
Land:
36 assorted lands, including the holy trinity of Kor Haven, Volrath's Stronghold and Academy Ruins...
This is a Zur deck that is trying to subvert the stereotypical image that Zur decks usually have. Which is that they are unfair, dick-ish and unfun to play against. To that end I'm not running many of the ubiquitous staples of the archetype, namely Necropotence and anything to do with locking players out of the game (i.e. Stasis prisons, etc...).
I have also built the rest of the deck in the manner of a "Good Stuff" deck with lots of powerful tempting spells to provide alternatives to the rather linear strategy of "attack with Zur, get echantments".
Sometimes I might not even attack with Zur, if something in my hand is more relevant or powerful than any particular Enchantment I could fetch up... I also have to be careful with piling a bunch of Aura's onto Zur because spot-removal is very prevelant in my metagame.
In a 1v1 game, I can probably afford to go aggro as fast as possible, often going through my buff auras first to get an early lead on general damage, but in a multi-player game, it's going to be wiser to wait until late game, when everyone seems to be running out of steam before I try to piling on auras.
One thing I'm seriously considering for this deck is to add the Sovereigns of Lost Alara + Eldrazi Conscription. I realize that seems like a bit douche-baggy, but really it would be more like a mercy killing.. instead of dying a slow, painful death 1 point of General Damage at a time, it's more like a 1-shot kill (using Sovereigns to get Conscription, and Zur himself to get Battle Mastery) putting them to a swift and merciful end.
In the one game I played so far, I was able to effectively gain the upper hand and take control of the board, but once in control I had trouble putting the game away. It took forever to actually kill anyone, and that made it seem like the game was dragging out a bit too long for all of us. With a well-timed Conscription, I can end the game much quicker, which if it seems to my opponents like I'm assured to win anyway, that would be a mercy, would it not?
On the other hand, it's a powerful enough combo that it might even let me steal a win when I'm actually losing... while that seems like a great reason to do it to ME, my opponents might not feel the same way.
It's something I'll have to consider, but I'm going to play at least a couple more games before making any changes...
Showing posts with label broken cards. Show all posts
Showing posts with label broken cards. Show all posts
Monday, February 14, 2011
Saturday, November 6, 2010
New Wave
Phew! Finally! I am back with a REAL update. I know I promised I'd have a list for my newly-rebuilt big highlander (not EDH, it's 250-cards, 5 color). But... I built a new deck that I wanted to share first.
Ever since Scars of Mirrodin started being spoiled, there is one card in the set that made me moist with anticipation above and beyond all others. It's not the best card in the set, but it is the most exciting card, at least for me. It's the one card I absolutely HAD to have 4x of immediately upon release. And I did in fact accomplish this goal. I had my playset of this particular rare before I'd even managed to collect a 4x set of any of the commons!
What is this card? you ask...
Yeah. Genesis Wave. This card just screams "USE ME!" because it's one of those cards that can do really, really disgustingly broken things, OR it can do really, really hilariously awesome things. You can be a total prick by breaking this thing in half, or you can just have fun with it. It's powerful enough that you don't need to try to hard for it to be good.
That said, there are some obvious steps you would want to take if you want this to be playable. First off, you need plenty of mana. Second, you need plenty of permanents. This thing "misses" on sorceries or instants, but any permanent - land or non-land - is fair game. In a deck built around Genesis Wave, you really want as few Sorceries or Instants as possible. I suggest that you run ZERO Sorceries or Instants other than the wave itself.
That way, the only card in your deck that Genesis Wave will miss is another Genesis Wave. For this reason and others, I heavily recommend Eternal Witness as a stop gap. Say you cast your first Wave for x = 10, and somehow manage to reveal all 3 of your remaining Waves. Sucks don't it? But, should you also reveal at least one Eternal Witness, you're still in great shape. You can Wave again next turn.
But for those of you who know me, you probably have guessed that this isn't good enough for me. I don't want to cast Wave 4 turns in a row. I want to Wave 4 times in one single turn. Why? Cause I like to party, that's why. How? Well, I'll show you:
4 Llanowar Elves
4 Joraga Treespeaker
4 Lotus Cobra
3 Eternal Witness
3 Knight of the Reliquary
3 Emeria Angel
2 Rampaging Baloths
2 Primeval Titan
2 Admonition Angel
3 Khalni Heart Expedition
3 Mirari's Wake
4 Genesis Wave
3 Temple Garden
4 Forest
2 Plains
1 Gaea's Cradle
4 Misty Rainforest (sub Windswept Heath, if you got 'em)
4 Cloudpost
4 Vesuva
1 Glimmerpost
Yes, that's a 9-post mana base. I run the singleton Glimmerpost because you never know when gaining 4-8 life might mean the difference between losing and not losing. And because this deck WILL draw hate, once your group knows what you're up to. Also, it just helps make Cloudposts that much more potent.
Anyway, 75% of this deck is Mana Engine, Wave and Witness are the "Combo Peices" and then a 10-card package of Win Conditions. (Primeval Titan pulls double duty, primarily as part of the Mana Engine, can easily moonlight as a Win Condition). So, you can easily play games were you make 34 mana buy turn 4, but have little else to do. The good thing about this deck, though, is that you don't NEED Wave to win.
I gold-fished a game moments ago where I cast a Primeval Titan on turn 3, and followed it up with a Admontion Angel AND Rampaging Baloths, both hardcast on turn 4... and that was BEFORE I attacked with the Primeval Titan, getting two more lands to trigger the Angel and the Baloth twice each, leaving me with 29 power on the board (counting an Elf and a Cobra). On turn 4. Without casting Genesis Wave. True, that's a god-hand scenario, but it can and will happen sometimes.
Usually though, you'll just accelerate until you can Wave for 12 or so, and then with a combination of Lotus Cobras, Lands coming into play, Kahlni Garden, Witness and maybe a Wake or a Titan, you should be in a position to immediately cast a second Wave, for at least another 12 to 15, then if you have enough Library left, a third Wave is not out of the question.
This begs the question: What happens if you Genesis Wave out two-thirds of your library or more and your opponent simply grins and plays Wrath of God?
Well, my good sir, you lose, that's what you do. Unfortunately, this is the drawback to this kind of all-in deck style. It wants to win big, Big, BIG and a well-timed Wrath can fuck it's shit up pretty thoroughly.
But, remember what I said, this deck CAN win without Wave, or you can at least be conservative with the Waves. I'd recommend that, if you are reasonably sure your opponent is running mass removal, you should cast your Waves for x = 6. Nothing in the deck cost above 6, so you'll be guaranteed to hit something, but you won't over-commit too badly. Then again, the first time I cast Wave for x=6, I hit the following: Misty Rainforest, Lotus Cobra, Emeria Angel, Primeval Titan, Rampaging Baloth and Admontion Angel. So even if my opponent had the Wrath, I still had one of each of the 6/6 guys left in my deck, plus two Emeria Angels. I'd say I was in okay shape if Wrath was in store.
There are a few tweaks I'd like to make. First and foremost is bumping Eternal Witness up to 4x, but one of my set is in the Big Highlander. I'm not too sure if Wake is needed, but Mirari's Wake is one of my favorite cards in the entire game of Magic, and I can't conceive of building a G/W deck that wants tons of mana, and not running Wake. Just seems wrong somehow. Khalni Heart Expedition is a bit iffy too, but so far it's been acceptable.
Anyway, I played this deck one time last night, and after resolving my first Genesis Wave, I started adding up my resulting mana, and after deducing I had somewhere around 15 mana, one of my opponents asked if I had another Wave. I said "yeah" and the whole table scooped at once. I guess no one had a Wrath that time...
Enjoy!!
Ever since Scars of Mirrodin started being spoiled, there is one card in the set that made me moist with anticipation above and beyond all others. It's not the best card in the set, but it is the most exciting card, at least for me. It's the one card I absolutely HAD to have 4x of immediately upon release. And I did in fact accomplish this goal. I had my playset of this particular rare before I'd even managed to collect a 4x set of any of the commons!
What is this card? you ask...
Yeah. Genesis Wave. This card just screams "USE ME!" because it's one of those cards that can do really, really disgustingly broken things, OR it can do really, really hilariously awesome things. You can be a total prick by breaking this thing in half, or you can just have fun with it. It's powerful enough that you don't need to try to hard for it to be good.
That said, there are some obvious steps you would want to take if you want this to be playable. First off, you need plenty of mana. Second, you need plenty of permanents. This thing "misses" on sorceries or instants, but any permanent - land or non-land - is fair game. In a deck built around Genesis Wave, you really want as few Sorceries or Instants as possible. I suggest that you run ZERO Sorceries or Instants other than the wave itself.
That way, the only card in your deck that Genesis Wave will miss is another Genesis Wave. For this reason and others, I heavily recommend Eternal Witness as a stop gap. Say you cast your first Wave for x = 10, and somehow manage to reveal all 3 of your remaining Waves. Sucks don't it? But, should you also reveal at least one Eternal Witness, you're still in great shape. You can Wave again next turn.
But for those of you who know me, you probably have guessed that this isn't good enough for me. I don't want to cast Wave 4 turns in a row. I want to Wave 4 times in one single turn. Why? Cause I like to party, that's why. How? Well, I'll show you:
4 Llanowar Elves
4 Joraga Treespeaker
4 Lotus Cobra
3 Eternal Witness
3 Knight of the Reliquary
3 Emeria Angel
2 Rampaging Baloths
2 Primeval Titan
2 Admonition Angel
3 Khalni Heart Expedition
3 Mirari's Wake
4 Genesis Wave
3 Temple Garden
4 Forest
2 Plains
1 Gaea's Cradle
4 Misty Rainforest (sub Windswept Heath, if you got 'em)
4 Cloudpost
4 Vesuva
1 Glimmerpost
Yes, that's a 9-post mana base. I run the singleton Glimmerpost because you never know when gaining 4-8 life might mean the difference between losing and not losing. And because this deck WILL draw hate, once your group knows what you're up to. Also, it just helps make Cloudposts that much more potent.
Anyway, 75% of this deck is Mana Engine, Wave and Witness are the "Combo Peices" and then a 10-card package of Win Conditions. (Primeval Titan pulls double duty, primarily as part of the Mana Engine, can easily moonlight as a Win Condition). So, you can easily play games were you make 34 mana buy turn 4, but have little else to do. The good thing about this deck, though, is that you don't NEED Wave to win.
I gold-fished a game moments ago where I cast a Primeval Titan on turn 3, and followed it up with a Admontion Angel AND Rampaging Baloths, both hardcast on turn 4... and that was BEFORE I attacked with the Primeval Titan, getting two more lands to trigger the Angel and the Baloth twice each, leaving me with 29 power on the board (counting an Elf and a Cobra). On turn 4. Without casting Genesis Wave. True, that's a god-hand scenario, but it can and will happen sometimes.
Usually though, you'll just accelerate until you can Wave for 12 or so, and then with a combination of Lotus Cobras, Lands coming into play, Kahlni Garden, Witness and maybe a Wake or a Titan, you should be in a position to immediately cast a second Wave, for at least another 12 to 15, then if you have enough Library left, a third Wave is not out of the question.
This begs the question: What happens if you Genesis Wave out two-thirds of your library or more and your opponent simply grins and plays Wrath of God?
Well, my good sir, you lose, that's what you do. Unfortunately, this is the drawback to this kind of all-in deck style. It wants to win big, Big, BIG and a well-timed Wrath can fuck it's shit up pretty thoroughly.
But, remember what I said, this deck CAN win without Wave, or you can at least be conservative with the Waves. I'd recommend that, if you are reasonably sure your opponent is running mass removal, you should cast your Waves for x = 6. Nothing in the deck cost above 6, so you'll be guaranteed to hit something, but you won't over-commit too badly. Then again, the first time I cast Wave for x=6, I hit the following: Misty Rainforest, Lotus Cobra, Emeria Angel, Primeval Titan, Rampaging Baloth and Admontion Angel. So even if my opponent had the Wrath, I still had one of each of the 6/6 guys left in my deck, plus two Emeria Angels. I'd say I was in okay shape if Wrath was in store.
There are a few tweaks I'd like to make. First and foremost is bumping Eternal Witness up to 4x, but one of my set is in the Big Highlander. I'm not too sure if Wake is needed, but Mirari's Wake is one of my favorite cards in the entire game of Magic, and I can't conceive of building a G/W deck that wants tons of mana, and not running Wake. Just seems wrong somehow. Khalni Heart Expedition is a bit iffy too, but so far it's been acceptable.
Anyway, I played this deck one time last night, and after resolving my first Genesis Wave, I started adding up my resulting mana, and after deducing I had somewhere around 15 mana, one of my opponents asked if I had another Wave. I said "yeah" and the whole table scooped at once. I guess no one had a Wrath that time...
Enjoy!!
Labels:
broken cards,
casual,
Decklist,
genesis wave,
lotus cobra
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