Main Deck - 67 cards, 31 distinct
Sideboard - 57 cards, 27 distinct
Notes
This is a mystic package I've adapted from Sam Black's work. He put up a pretty impressive finish with basically anemic win cons, his penchant for lantern shown through. Still, he put up a really strong showing on the back of the package which entails looping two cryptic commands with mystic to lock out spells and combat steps if they can't break the loop. Combine that with super ubiquitous answers like assassins trophy, you can interact with most anything. He just imagined that any sort of incidental win con would allow him to win over the course of the long game, and it's clear he's still trying to figure out what to do with such an engine. Luckily I already do.
These cards were way on my radar for mill since they were spoiled, and it basically took no mental effort to adapt his package to my shell and actually gain card quality. Archive trap is not a reasonable magic card, and this deck really is an all in trap deck, he just didn't know it. He played thoughtscour as the incidental mill du jour, but archive trap busts it open. It enables your other cards, and is your endgame. Getting to draw a metric ton more cards and recur trap just means we actually have late game inevitability. Sam's critique also of the deck is a tendency to go to time and have your mana tied up when you want to multi spell. Archive trap and surgical gets around this, and visions of beyond is just a superior into the story. Sam also wants more astrolabe, which is correct, and he should have just started out at 4, because it is just that good. 12 1c cantrrips should mean that I am fairly safe with 22 land. With the mill package, I should really be able to counter and pick apart my opponents deck, then just kind of incidentally end the game through traps. I just don't lower the shields. What needs to be figured out is how many symetery/glimpse/cantrips we can afford or need, and what package of options we want main deck. For example, how many miracles can/should I run? Looping D-tides for 2 seems just sick.
Sam basically played sultai for assasins trophy, which I get. Particularly, trophy seems excellent against tron and titanshift. Also of note is pulse of murasa, abrupt decay, scavening ooze out the side. Needs to weighed against the esper version for which offers more for the expected meta.
These cards were way on my radar for mill since they were spoiled, and it basically took no mental effort to adapt his package to my shell and actually gain card quality. Archive trap is not a reasonable magic card, and this deck really is an all in trap deck, he just didn't know it. He played thoughtscour as the incidental mill du jour, but archive trap busts it open. It enables your other cards, and is your endgame. Getting to draw a metric ton more cards and recur trap just means we actually have late game inevitability. Sam's critique also of the deck is a tendency to go to time and have your mana tied up when you want to multi spell. Archive trap and surgical gets around this, and visions of beyond is just a superior into the story. Sam also wants more astrolabe, which is correct, and he should have just started out at 4, because it is just that good. 12 1c cantrrips should mean that I am fairly safe with 22 land. With the mill package, I should really be able to counter and pick apart my opponents deck, then just kind of incidentally end the game through traps. I just don't lower the shields. What needs to be figured out is how many symetery/glimpse/cantrips we can afford or need, and what package of options we want main deck. For example, how many miracles can/should I run? Looping D-tides for 2 seems just sick.
Sam basically played sultai for assasins trophy, which I get. Particularly, trophy seems excellent against tron and titanshift. Also of note is pulse of murasa, abrupt decay, scavening ooze out the side. Needs to weighed against the esper version for which offers more for the expected meta.
Comments
No comments yet.