Shrine Control

by dknight27 on 11 September 2013

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

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Deck Tags

  • Shrine
  • Control

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

2214620

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Shrine Control

You do not have cards for two mana. Pacifism is a nice control card. I'd also suggest some ramp... each deck that isn't fast needs ramp. Farseek would be bast here because you run a lot of dual earth. Oh, did I mention Burning Earrh rapes your deck? You know now. Less greedy manabase and should be okay.

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Posted 11 September 2013 at 22:45

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now I know. how quaint. let me break down exactly whats happening here for you, so that you too can now know.

first of all, this isn't a tournament quality deck. im well aware that its too slow and vulnerable to stand up in legacy, the raper of all combos and innovative but costly play. this one is for table top magic that people play for fun. the vast majority of your comments are directed at this deck if it were to be played in a legacy format at tournaments.

your comment about it having no card costing 2- doesn't need them. plenty of turn 1 drops anyway, sensei's divining top takes care of the 2 drop problem anyway.

pacifism- why on earth would I want to have pacifism. am I going to play it turn 2? on their 1 drop or 2 drop? that is just going to slam me with ever so much damage that there will never be any way to deal with it? no. pacifism is useless in a deck that runs no creatures and 6 board sweeping spells. on top of that, once you get the shrines going, infinite rage takes over that job anyway. on top of all this, pacifism isn't even the best choice. journey to nowhere is ridiculously better.

ramp- this is a reactionary deck. its meant to be slower on purpose, so that it can react to whatever the opponent does. for example, if they run a fast creature deck, drop wrath on turn 4 or 5 and they lose. if they run a combo piece or control element, drop vindicate. reactionary decks are designed to take whatever the opponent can do early game, and then recover and take control in the middle game. if they manage to get me down on life, big deal. ill drop cleansing fire and build back up. get the picture? ramp is a waste of card space and would end up costing me the game because of lack of card advantage. on top of this, im running 22 lands, 4 tops, and 4 chromatic lanterns. I wont have a problem producing mana.

burning earth rapes my deck- 1 card, in the thousands of cards that can be plaid, rapes my deck. this is the most useless objection possible in this game. burning earth rapes every multi-colored deck of any quality. no one runs it outside of a side deck in legacy, and since this isn't legacy, and has no side deck, big deal. if I run into it a time or too, big deal. I lose a game. there has never been a deck built that isn't raped by some card waiting out there. I could go through every deck you have posted and show you at least 3 cards that would singularly rape them. mtg isn't a game that you win by trying to prepare for every possible situation. its about balance. I would much rather be prepared for 4,999 cards and be unprepared for 1 than be moderately prepared for 5000.
lets pretend, for fun, that I am actually facing 4 copies of burning earth. I have 4 vindicates to take care of that, with 4 ponder, 4 tops, 4 concentrates, and 2 sweeping winds to search it out. unless my opponent is running butt loads of search, which is impossible in a mono-red deck, im in much better position.


so, to sum up- all of your suggestions have been a waste of time, and I more than appreciate your incredibly condescending way of letting me know that not only are you a better magic player than me, but by extension, much smarter and deserving of reverence and acknowledgment.

now you know. less noob analysis and you should be ok.

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Posted 11 September 2013 at 23:48

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