Type: Deck Idea
Format (legal 👍) legLegacy
Approx. Value:
$26.87

0 Likes 0 Comments
Avg. CMC 2.63
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 17 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (19)
2 Enclave Cryptologist
$0.31 Creature - Merfolk Wizard
4 Guard Gomazoa
$0.33 Creature - Jellyfish
2 Invisible Stalker
$0.61 Creature - Human Rogue
2 Phyrexian Metamorph
$4.80 Artifact Creature - Phyrexian Shapeshifter
4 Seasinger
$0.23 Creature - Merfolk
3 Skywatcher Adept
$0.10 Creature - Merfolk Wizard
2 Svyelunite Priest
$0.20 Creature - Merfolk Cleric
Enchantment (19)
3 Claustrophobia
$0.03 Enchantment - Aura
2 Control Magic
$0.86 Enchantment - Aura
1 Copy Enchantment
$4.91 Enchantment
1 Encrust
$0.07 Enchantment - Aura
2 Mystic Restraints
$0.08 Enchantment - Aura
2 Numbing Dose
$0.04 Enchantment - Aura
2 Sea's Claim
$0.20 Enchantment - Aura
4 Spreading Seas
$0.26 Enchantment - Aura
2 Tangle Kelp
$0.80 Enchantment - Aura
Land (22)
22 Island
$0.11 Basic Land - Island
Sideboard - 0 cards, 0 distinct
No cards here. :(

Notes
 
This is a different take on the control side of Miss Scarlet. With blue, of course, I can have persistent control, but I give up haste in the process. While the 3-spot is also crucial here, there are problems ramping up through good, cheap spells. Also, blue doesn't fight quite as well (I could have taken some big beasts that require defender to have islands, but that would have created more problems than it solved), so I opted smaller creatures that were unblockable. Phantasmal Terrain would probably be worth two spots, but I am at a loss for what to pull that would not cause problems for the theme. With four Seasingers and six cards that can make lands into Islands, if that is even necessary, this still looks to be a decent balance on the risk/reward scale. The 9/8/13/6/2 curve was higher at the 3-spot before cutting to make room for 22 lands, and the 2.58 average is a little higher than I normally like. However, once it starts rolling, it should be able to negate most creature advantages it might face and eventually gain the upper hand.
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