Type 2 Turbofog / Jacerator V3

by mrgoodbytes on 19 January 2010

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (4)


Instants (4)


Enchantments (3)

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Deck Description

Third revision of my Turbofog / Jacerator deck.

Now edited for Worldwake. Only 1 card swapped out: removed Sunspring Expedition for Rest for the Weary.

Also took it down to 23 lands and added another Jace (I just popped one in a pack :D )

Deck Tags

  • Control

Deck at a Glance

Social Stats

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This deck has been viewed 2,344 times.

Mana Curve

Mana Symbol Occurrence

1726000

Card Legality

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

Deck discussion for Type 2 Turbofog / Jacerator V3

Fun stuff. +1 for being the most obnoxious deck ever.

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Posted 19 January 2010 at 20:57

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Hehe thanks. That's why it's so fun to play. Watching people across the table from me rage is part of why I play magic.

Still want advice on Flashfreeze and my mana base though Lols.

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Posted 19 January 2010 at 21:05

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i do not play turbo fog but do you nead mor fog

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Posted 19 January 2010 at 21:25

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8 fog effects is standard for turbofog decks. The key is in the card draw. Just need some help with whether Flashfreeze should be mainboard or sideboard and whether I should try to use the +2 life white lands from Zendikar.

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Posted 19 January 2010 at 21:28

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Leave flashfreeze in the sideboard, as it's useless if your opponent isn't using green or red.

You shouldn't need Kabira Crossroads; if you play right your opponent shouldn't be able to hurt you so life gain probably won't be important. For the same reason, you should take out the Sunspring Expeditions. Maybe replace them with Luminarch Ascension for an alternate win condition?

Finally, add in a Reliquary Tower or two. You're going to be drawing a lot of cards, too, and you don't want to have to throw them away at the end of your turn.

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Posted 19 January 2010 at 22:01

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Thanks for the call on Flashfreeze. A lot of people mainboard them; I'll let it stay in sideboard though.

I've watched a lot of videos of turbofog games and against things like Jund people tend to take a bit of damage, even with the fog effects. Probably over half the videos I've seen the decks had Sunspring Expedition in the mainboard, and used it quite effectively.

I've seen a few people use Reliquary Tower but I just wasn't sure if it was worth it. What two land cards should I replace for two Reliquary Towers?

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Posted 19 January 2010 at 22:07

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Right, here's something useful I can say.

Reliquary tower is an absolute must. Once you really start drawing, you can get four or five cards per turn. After three or so turns you can have a quarter of the deck at your disposal. That's the point where dealing with anything isn't a problem anymore.

I agree with taking out the sunspring expeditions. The idea behind that is to have every card be useful to draw in the early game and the late game. Sunspring expedition is good, granted, but there are better cards for this deck - if you're concerned about legality in standard, I'd suggest maybe ponder.

And while you're at it, if cost isn't an issue, get some copies of Baneslayer Angel, because just about nothing can measure up to it's efficiency to cost ratio.

If path to exile is in standard, sideboard it.

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Posted 19 January 2010 at 22:50

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Thanks for the thoughts Boris. I'm definitely going to add Reliquary Tower in here, but I don't know what lands to remove for it. I'm guessing 1 Plains and 1 Island?

About Sunspring Expedition... I haven't been able to play it yet in any of my testing. I like the idea of keeping it to allow for some breathing room (don't forget; turbofog decks only carry 8 fog effects, so once I use them they're gone). Gaining 8 life allows me to use less of my fog cards so I can keep them for more dire situations. Not sure on this one yet, but like I said, I haven't even gotten to play it while playtesting yet. If I do get rid of it, I'll try to get another copy of Day of Judgment and Time Warp.

Baneslayer is an issue for me for two reasons: 1) This deck is meant to win by mill, not damage. 2) Cost is a problem for me Lol. I'm keeping the Sphinx of Jwar Isle in sideboard in case I need to switch to damage-dealing mode; I'm not willing to dish out $50 for a single card.

Path to Exile is standard, but I'm not that interested in using it. It's actually going to be trade bait for the more important cards of this deck, like Day of Judgment and Jace.

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Posted 20 January 2010 at 14:56

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Honestly, Path to Exile, in combination with Archive trap, is amazing. I'd think that your opponent would be springing at the chance to get an additional land, if not, then you just exiled a card for only one mana. I would put flashfreeze in side deck, but i'm unsure exactly how side decks work can you just switch out cards from your side deck w/ normal deck or can you only add the cards from the side deck to the normal? If you can switch out the cards, i'd put flash freeze in side, otherwise, put some in the side deck and some in normal. You could also use other counters such as spell pierce and the like.

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Posted 24 January 2010 at 10:31

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The only thing I can say, is that you do not NEED the Towers. They help, but just throw away a fog spell if you are abundant with them, or a couple lands. The life gain is absolutely essential, I know this mostly because I now play this deck. You NEEDEEEDEEDEEEEEEED!!!!!!! 4 Howling Mines ABSOLUTELY!!!!!! Impossible to play without a set. Take out 1 Rest for it. Also, take out some basics for 4 +1 Life lands from Zen (Blue/white). The numbers of DoJ and Archive are your call, depending on how heavy creature decks are were u play. The only other thing I have realized, is that... ok, originally I thought "Hey! Flashfreeze! Great in the current Metagame, and can counter almost everything!" Well, my thoughts on that have now changed. I mean really, what are you going to be countering with that that you cant counter with Negate? Mind Sludge? I dont think so. Vampires are the main reason I switched BACK to Negate.

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Posted 11 February 2010 at 20:19

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Lol thanks for pointing out that 3x Howling Mine. I meant to take out one of the Font of Mythos, but removed the wrong one. I took a Font out for the 4th Jace and went back to 24 lands. Yea, the towers aren't required, but I like having them in there. I'm also going to mostly agree with you now on Flashfreeze (I've played this deck a lot since posting the deck on here). The main reason to have it is for Jund, to Flashfreeze the more annoying creatures, like Siege-gang Commander. You're right though; I've gone against too many Vampire decks to keep it mainboard, so it's being swapped. Right now the main thing I'm wondering about is where I can put a Path to Exile. I only want to use one, but I don't know what I can afford to lose. Think it would be safe to ditch 1 tower for path and go back to 23 lands?

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Posted 15 February 2010 at 15:07

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