Paralyze and Gnarlyze - Evolve..

by Phoesune on 18 May 2010

Main Deck (61 cards)

Sideboard (15 cards)

Creatures (2)


Sorceries (2)

Instants (4)


Enchantments (7)

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Deck Description

This deck is the refined version of a deck I have been working on since Eldrazi came out. This thing is nasty. It had some weaknesses but I think they have been worked out.

No creature deck can stand up against this, unless it is really lucky or legacy. The only trouble I have had with it is against mythic, spread em, or U/W Control. That's because they are not creature decks per se. The sideboard is designed to handle that match-up. I laugh at baneslayers and sphinxes. Crystalize, Pacify, Wall of Denialize, Gnarlidyze, Narcolyze?!?! Just don't Jacerate me. (Been Jacercized twice before the revisions.)

A few things to note in the design.
Converted Mana cost is vital to the deck build. All aggressive enchantments cost 2 CMC or less. This is because when I cast Ardent plea, it will not produce a dud. It will do something to specifically target an opponents creature or permanent. It will skip over all other spells in the deck. Ardent plea, becomes a fail-safe backup for when you have to cast something for a threat. It was this reason that was a deciding factor to choose mesa over kor spiritdancer. and cancel over negate. That and mesa grants a card for each enchantment and not just each aura.

Wall of denial is fantastic. With shroud it can stay safe from most decks. Yet you can stack open the vaults auras on it even if your opponent has no creatures and you don't have to worry about crystallization. because it cannot be targeted. Auras for your gnarlid that won't go away. because of sac'd creatures or like.

Sovereigns - if you can't figure this one out...nm

The nice thing about this deck is pace. It keeps pace with your opponent. If they are fast, you are quick to slow them down. If they are slow, then they open themselves up to your heavy hitting spells.

I have found that in any game that I play, I will most likely have 8 lands available before anything really starts swinging the tide of the fight. The only thing I have faced that has really caused it heartache is planeswalkers and Jace in particular. I had negates in but kept ardent plea into negate putting it at the bottom of the library. Cancel on the other hand worked much better. Then you have recovery with Artisan coming in and pulling another creature (Sovereign preferably).

You might wonder why I use All is Dust over planar cleansing or day of judgement. Well, day is nice but my opponents creatures are not my worry. (they actually help). If I want to wipe the board and use open the vaults next turn, I want to minimize the number of artifacts that end up in the graveyard yet Kill All Planeswalkers (KAP em).

Mammoth is for vigilance. By the time Aura Gnarlid gets out, it will need protection from random stuff and its nice having the biggest toughest creature on the board block and attack. (btw on Gnarlid, Mammoth is +4/+4.)

Convincing mirage is better than spreading seas for this deck, because you get the draw from mesa, and it can be used for any opponent. including U/W control.

The only thing I am not settled on is the lands. The land I have listed has worked without problem. It is actually really good. Yet something tells me that it could be better. I'll be tweaking it little by little, but please use your own mind on it. Thing is, you want 1 forest available when it comes time for the gnarlid.

Oh yeah, if you play against a discard deck, drop auras, even if you don't want to. Just not ardent pleas. no worries, you'll get more.

Have fun and enjoy.

Deck Tags

  • Tournament

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

3516007

Card Legality

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

Deck discussion for Paralyze and Gnarlyze - Evolved

drop pacifism for journey to nowhere as they effectively are the same card just with journey u get to remove from play not just nutralize attackers/blockers (pacifism doesnt stop bomb effects while journey removes)
besides that, i like it, nice idea

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Posted 18 May 2010 at 21:43

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I agree on the premise, journey is better but I have crystallization and O-Ring for that and if I switch to journey, i would decrease the number of Auras in the deck. This hurts gnarlid when he comes out. Also, with journey (and O-ring) when if I wipe the board with all is dust, back comes the creature leaving me unprotected. With O-Ring, I will often O-Ring my own O-Ring to set up a trap and then all is dust. Mostly though, pacifism works against most things I need to worry about. Also, they go great on Mesa enchantresses for those Gideons and for when I Open the vaults. I want to limit restrictions on casting open the vaults. Journeys would likely focus on my creatures where as I would only usually have 1 or 2 O-rings to fear.

Thank you for the comment. Let me know if my thinking on this sounds solid.

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Posted 18 May 2010 at 22:22

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