There was a competitive U/G snake deck that saw some play in standard tribal during the Kamigawa-Ravnica block. It was pretty efficient, some of the main points included Jitte, chord of calling, coat of arms, 4 ofs for consistancy, and Patagia Viper from Dissension. After coldsnap it ran Ohran Viper but that was really the twilight of the decks time in competitive magic. It was really a good deck!
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This deck is only playable at the starter deck table! You can start by running good mana fixers, 4 ofs to increase reliability, and commit to a solid strategy!
This deck will lose to every other competitive deck in Vintage/Legacy. It's far to slow and will lose the majority of games (as in 95%) before it can summon a single creature. Since your creatures/boost spells serve the same function as throwing a burn spell at an opponents head try running cards like silhana ledgewalker, timbermare, and groundbreaker. You are in the end trying to accomplish the same thing just with far less efficient cards.
Try Erayo, Soratami Ascendant! I built an affinity deck with her in it and she performed amazingly well. Over time I changed the deck so it ran more erayo friendly cards and white to run Rule of Law and then called it Erayo Affinity Lock. It worked really well locking people out after the first couple turns. You don't need to do all that just pop in four erayo, it will be worth it!!! check the deck out at http://www.mtgvault.com/viewdeck.php?did=2255
The Rift Elemental would be a better fit then the Jhoira's Timebug. The ability to gobble up time counters to create a +2/+0 is solid heck it's a win condition in and of itself. In a control oriented match you can always use his ability at the end of the opponent's turn. He is also a 1 drop. Drop some of the more expensive cards (Timebender, Rewind) for some cheap soft counters (Mana Leak, Runesnag). A control decks biggest concern is aggro and this will help you play against more aggroish decks
This would be a "D" standard deck but it is a "F-" in Legacy/Vintage. Since the only format this deck could ever hope to be competitive in is standard (type 2) thus I will treat it as such... - 4 x Plateau, - 2 x righteousness, -4 x mother of runes, -12 x en-kors, -1 x inferno/sol ring + 4 x Sacred Foundry, 4 x Outrider En-kor, 3 x Pyroclasm, 4 x Rift Bolt, 4 x Fatal Attraction, 4 x sulfurious blast, 1 x Mountain, probably make cuts for a little more land! Now it's a "C" list standard deck!
Add 2 x The Rack and cut 2 x Glasses of Urza, it has no real synergy with the rest of the deck. Heres the link to my standard (type 2) discard deck http://www.mtgvault.com/viewdeck.php?did=2077
Raffinity will beat this 99% of the time and it is basically trying to do the exact same thing! In a large part thats all you did, take a good archetype and add inefficient cards in place of the sleek efficient ones and rant about how the deck pisses off your opponents. To be honest, I like a challenge so I'd be pissed off to! ; )
Not enough white or blue mana sources! This deck will at it's best be inconsistant, unfocused, and lose. Sorry You need at least 14 of your primary color and ten of your secondary color. Theres a reason that winning decks run a lot of "4 x card". In general the deck is severly underpowered!
20 lands would be insufficient for a 60 card deck running this many mana intensive cards. One of the biggest mistakes newer players make is thinking they can skrimp on there mana-base. Have you noticed how may games you get inexplicably mana screwed. A suprising number of people never put it together, they just think they didn't shuffle well or they are having bad luck. Get it down to sixty and run a decent mana-base!
check out my version of a mirrodin white weenie... http://www.mtgvault.com/viewdeck.php?did=2220
Yawn, $140 bucks? A lot of decks played in extended will have land bases that cost about $160 and then the rest of the deck can cost a few hundred more. I play vintage competitively and there are decks that run single cards that are worth more then this deck. You probably don't need 15 equips even 8 would probably be plenty. Equipment heavy decks need lots of creatures to optimize the use of the equips. Try 20-26, you don't want to have three equips on the field and NO creatures, do you?
I would take out overrule for something better, if you want life gain try lightning helix , against the majority of decks that you would need burn helix should work better! Nukes kird ape, watchwolf, etc.
Where to begin, other then it's "watery theme" this deck wont do much of anything consistantly let alone competitively. Theres really no point to posting a deck like this as there cannot be useful commentary on a deck that neither exists to win nor cares.
60 card decks are the minimum, this isn't legal in any format other then draft/limited and I can't belive this is a draft/limited deck!
Then take out the tunnel vision and a brainspoil for three more Damnation. Dealing with creatures will be a big concern for this deck. You could throw some gigadrowse in the sideboard and use it to tap out islands etc. in a match with control. That would insure that your Traumatize goes through.
Unfortunately it's very hard to build a good mill deck taht is competitive becuase you have to run a lot of disruption and then in essence win the game before you start milling. To that end hypnotic specter/dimir cutpurse are both better cards for this deck then belltower sphinx, heck even shimian specter would be better. You really shouldn't need to re-use cards via the junktroller. Take out the three junktrollers for another traumatize, glimpse, and a damnation.
Why does everyone forget the best sliver of all (Virulent)! It's possibly the most lethal one drop of all time. Two of them and a green land in your oppening hand is damn near a god hand.
Sure and then consider cruel edict or strangling soot in the place of the anthems. You really shouldn't be using anthem its really only decent in a deck that attacks with a lot of creatures as the seond ability (Hellbent-RED FLAG) is just to unreliable and puts you in a bad position.
wheel of fate makes no sense in this deck, you should want to win before the sixth turn or else you will be pawned by control. Good Aggro decks try to win on turn 4-5 in Standard. Wheel just won't help you out with that! pyromancer's swath would be better!
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