Post by Disgruntled Misanthrope on May 1, 2005 16:39:23 GMT -5
Warning: I'm a casual player, and I don't intend to play in any tournaments and such. This deck is accordingly crappy. I hereby claim no responsibility for any brain damage the following cardlist may cause you. That said...
The main idea of the deck is to get some creatures with relatively good defense out early, to keep me from being slaughtered by weenies. Once those're out, I wait until I have the cards necessary to execute a few of the comboes I've included. I've got a bunch of stasis-esque cards (but not Stasis itself, oddly enough), and a couple Static Orbs, that're supposed to work together with small things, like twiddle and blinding beam, as well as Opposition, and keep my opponent's creatures tapped and unusable. Meanwhile, I use my remaining untapped lands wisely, and play a few cards like standing troops or border patrol, which don't tap while attacking. That way, I have an opponenet whose creatures can't block, and a small horde of low-powered, non-tapping creatures. From there, it's a simple matter of dealing out little bits of damage until my opponenet dies.
The cards I plan to have in the deck are listed below:
EMP Deck makings:
Creatures:
1 Serra angel*
1 Jolting merfolk
2 Benalish trapper
1 Liege of the Axe
3 Standing troops
2 Border patrol
1 Aboshan, Cephalid Emperor
1 Militant monk
2 Puppeteer
1 Nomad decoy
1 Noble templar
1 Ardent soldier
1 Mercurial kite
1 Ardent militia
Other spells:
1 Mind over matter*
2 Twiddle **
1 Blinding beam
1 Ensnare
2 Dream’s grip
2 Choking tethers*
2 Lead astray
3 Embargo
2 Static orb
3 Opposition
1 Rhystic deluge
1 Juntu Stakes
Lands:
11 Plains
11 Islands
2 Adarkar Wastes
1 Skycloud Expanse
Now, I do want this to be shrunken down to just 60 cards, as that will help me get the cards I need faster. Any suggestions for what to remove or add would be appreciated.
The main idea of the deck is to get some creatures with relatively good defense out early, to keep me from being slaughtered by weenies. Once those're out, I wait until I have the cards necessary to execute a few of the comboes I've included. I've got a bunch of stasis-esque cards (but not Stasis itself, oddly enough), and a couple Static Orbs, that're supposed to work together with small things, like twiddle and blinding beam, as well as Opposition, and keep my opponent's creatures tapped and unusable. Meanwhile, I use my remaining untapped lands wisely, and play a few cards like standing troops or border patrol, which don't tap while attacking. That way, I have an opponenet whose creatures can't block, and a small horde of low-powered, non-tapping creatures. From there, it's a simple matter of dealing out little bits of damage until my opponenet dies.
The cards I plan to have in the deck are listed below:
EMP Deck makings:
Creatures:
1 Serra angel*
1 Jolting merfolk
2 Benalish trapper
1 Liege of the Axe
3 Standing troops
2 Border patrol
1 Aboshan, Cephalid Emperor
1 Militant monk
2 Puppeteer
1 Nomad decoy
1 Noble templar
1 Ardent soldier
1 Mercurial kite
1 Ardent militia
Other spells:
1 Mind over matter*
2 Twiddle **
1 Blinding beam
1 Ensnare
2 Dream’s grip
2 Choking tethers*
2 Lead astray
3 Embargo
2 Static orb
3 Opposition
1 Rhystic deluge
1 Juntu Stakes
Lands:
11 Plains
11 Islands
2 Adarkar Wastes
1 Skycloud Expanse
Now, I do want this to be shrunken down to just 60 cards, as that will help me get the cards I need faster. Any suggestions for what to remove or add would be appreciated.