Filigree Control

by Roco on 05 August 2010

Main Deck (62 cards)


Sorceries (10)


Instants (6)


Planeswalkers (3)

Sideboard (0 cards)

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Deck Description

Same concept as before, I want to try for the infinite mana combo (filigree sages, khalni gem, training grounds), but I figure a cheap blue white control set up works best in this situation, to stall out and control the board till I get what I need.

It may be a pain in the butt to pull off but I want this combo to work x3 it's the only infinite mana combo in slandered that I can think of right now!

UPDATE: I play tested this deck against different deck types. It holds its own pretty well. The only problem is there will be times that you'll just be stalling turn upon turn upon turn. But the final product is grand!

My favorite moment was in a multiplayer, this deck vs traditional blue white control and land fall angels and birds (IE emeria angel, baneslayer, eldrazi's temple, iona etc etc). I was getting beat in the face by the landfall deck, and a few good things got o-ringed and countered. But I managed to squeeze in the Filigree with the khalni gem and training ground already on the field, 18 thousand and 4 mana, .2 seconds later, each of them got hit with OVER 9000 points of unstoppable banefire!! (I might of went into the millions actually x3 )

HADOUKEN!!

Deck Tags

  • Combo

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

1822040

Card Legality

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

Deck discussion for Filigree Control

i must say that I enjoy this deck alot lol

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Posted 05 August 2010 at 23:20

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heh, thanks! It's really fun to get working!

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Posted 06 August 2010 at 14:00

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This is a very nice deck. Infinite combos rarly lose if executed correctly.

I do have to ask what the purpose of the Misty Rainforest and Arid Mesa are. You have neither forest, nor Mountains. Any idea of "so I can get extra lands if I need em" don't add up, as you are better served with them being Islands and plains respectively.

Still, great deck. If your enemy prepares, they can design a counter-deck fairly easily, but in standard terms, your combo is simple, and can be executed in 1 or 2 terns; hard to counter it unexpectedly.

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Posted 06 August 2010 at 04:08

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I noticed my flaw in running 4 of each, as I run into getting basic lands and then not being able to sac to find anymore as they are already on the field. So only 2 sac lands of each.

It's not necessary, but if you have them it's useful to lower your deck count. Sac lands are great because they not only fetch for one of two colors, come into play untapped, but they effectively take out another card from your deck so you have more chance to draw what you need.

And ya, many things can screw this over. The new white leyline, anything that can get rid of artifacts or enchantments, or really really fast decks (though that's reserved usually to RDW and if I can live the first 3 turns it shouldn't be a hassle past then)

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Posted 06 August 2010 at 14:04

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I think I get what you mean. As opposed to leaving them out, you keep virtually the same deck count, but increase your chance of getting mana. That actually ight work for one of my decks. I should look into that. Thanks.

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Posted 06 August 2010 at 16:19

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Bjarkev has deleted this comment.

Posted 06 August 2010 at 04:13

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Bjarkev has deleted this comment.

Posted 06 August 2010 at 04:18

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