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Post by Zxqueb on Jan 15, 2008 9:51:06 GMT -5
On the drive into work today, I was thinking about the arcane mage we were talking about with the slow and the card draw. It seems to me the Greench would be a really good addition to finish the lock out. Not only would you be able to counterspell everything, at some point, the opponent would have no cards in hand for the rest of the game. Plus greench is pretty beastly so it's a good win condition.
So what does this deck look like? What is your current list, Dave?
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Post by Zxqueb on Jan 18, 2008 9:51:20 GMT -5
I'm looking at the following for the deck right now:
4x bag of whammies (4 card hand -- draw to full hand)
4x arcane intellect
4x slow
4x runesong dagger
4x counterspell
4x fizzle
4x nether fracture
4x mana jade
3x greench
3x portal
4x solanians
3x blueleaf tubers
4x the root of all evil
4x the add resource quest
That is the basic idea -- leaves a bit of room (7 slots) for some other things a. Probably equipment hate is the most important thing. Any ideas for those slots?
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Post by warlord1985 on Jan 21, 2008 20:52:07 GMT -5
That is a really solid control deck you have going, but even with Greench you have no power. You need the Frost and Arcane Spells to negate attacks and power thru to the end. Adding Arcane Blast, Arcane Missiles, Frost Funnel, Frost Nova, and Frost Bolt are cards I have in my deck. Maybe one day I'll be able to show it to you, or get it out of my car. (Its cold outside)
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Post by warlord1985 on Jan 21, 2008 20:52:42 GMT -5
Also I have no idea what Nether Fracture does?
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Post by Zxqueb on Jan 22, 2008 6:32:41 GMT -5
Also I have no idea what Nether Fracture does? Cost = 3 "Interrupt target ability, Ally or Equipment card"
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Post by warlord1985 on Jan 23, 2008 21:06:38 GMT -5
See, with Nether Fracture do you need to run 12 cards that hate? Maybe sideboard Nether Fracture for when you need against heavy allies and equipment, but just for counterspells I like the Fizzle/Counter amount. Don't get me wrong Nether Fracture on the Greench or Bronzebeard is game winning, but it seems excessive. Nether is amazing, don't get me wrong, but 12 counters? That doesn't leave you with much space to run aggresive spells to actually kill your opponent. And with Slow if you need 12 counterspells that seems excessive. I'll have to see once I revamp the deck.
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Post by Zxqueb on Jan 24, 2008 8:51:21 GMT -5
Well, I still have 7 slots, most of which will probably go to huge allys which can swing in for the finish. A few frost spells may be in order, but the spells do so little damage compared with the huge guys, I'd rather run more hate than I need to guarentee shutting down the opponent and finish with big swings. Things like blink might be good too.
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Post by warlord1985 on Jan 25, 2008 16:20:28 GMT -5
Well, I dunno about huge guys, but they DO work well. Jeff and I exchanged broke ass cards with each other in our matches. His Greench to my Slow. We both sighed a bit.
I'm running arcane talents so slow realistically shuts the down to 1 card a turn. Thats why I think 12 counter spells is too much. Nether Fracture I agree with whole heartedly. Perhaps sideing out Fizzle, since it doesn't get 4 and ups and Counterspell only costs one more.
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Post by Zxqueb on Jan 28, 2008 6:34:29 GMT -5
What is arcane talents?
I was thinking of arcane guardian for this deck.
6 drop, Scryer Rep, Protector, AG has +1 attack / +1 health for each card in your hand(starts as a 0/0).
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Post by warlord1985 on Jan 29, 2008 13:44:38 GMT -5
Arcane Talents: I simply meant I run an Arcane Spec'd mage, therefore I can run Arcane only spells.
That is potentially one large man. I enjoy that ALOT. Jeff has a new thing to hate.
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Post by Zxqueb on Jan 29, 2008 15:42:45 GMT -5
Ahh -- I see. I figured that was a given with slow being key in the mix. I was thinking "arcane talents" was some crazy tech card I didn't know about!
Z
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