The plan was two fold, one involved using a high quantity of draw seven effects to both find your Assault and have sufficient lands in hand for the kill. The second involved getting to a high number of land in play and using either Trade Routes or Upheaval to get them back in hand ready to throw at your opponents face. Neither were quick nor that reliable and so a fairly control style deck was needed to house the elements. I wanted most of my cards to cycle and I was very happy to have lots of scry style effects and exile effects so that I could increase the frequency of my action cards.
As I didn't need any card advantage due to the big draw seven effects I could focus on card quality in things like Impulse. This was to make up for the lack of appropriate tutors for Seismic Assault - a card I simply needed to be able to win. I also played Spellskite to potentially offer some protection for the Assault due to its importance.
24 Spells
Brainstorm
Divining Top
Preordain
Trade Routes
Treasure Hunt
Impulse
Snapcaster Mage
Fire / Ice
Arcane Denial
Remand
Spellskite
Lat-Nam's Legacy
Seismic Assault
Time Twister
Wheel of Fortune
Cryptic Command
Solemn Simulacrum
Force of Will
Temporal Manipulation
Time Spiral
Upheval
Temporal Manipulation
Bonfire of the Damned
Temple of Epiphany
Scalding Tarn
Volcanic Island
Steam Vents
Sulphur Falls
Izzet Boilerworks
Cascade Bluffs
Shivan Reef
Oboro, Palace in the Clouds
Shelldock Isle
2 Mountains
4 Islands
Some other stuff I wanted to play:
Electrolyse
Trinket Mage
Sunder
Ponder
Reforge the Soul
The only awful card was the Treasure Hunt which should have been something else. The deck did not have the land count nor the capacity to mould the library enough to abuse properly. There were a few other cards that could have easily been swapped for other things, Simulacrum for Electrolyse would have been fine, Ponder for Impulse etc. Not direct replacements but as a lot of the deck was simply appropriate filler cards these sorts of changes will make subtle differences but have little overall effect across lots of games versus lots of different decks.
Bonfire of the Damned was the only card I played simply as a powerful control card able to buy me lots of time and handle things. It felt a bit cheaty but mainly this was because it was really good, almost a necessity in what is essentially a combo deck trying to curve out like a control deck to nine mana. The combo was very hard to set up so that it could kill someone and was especially vulnerable to life gain. This was offset somewhat by the fairly unfair combination of draw seven effects and the taking of extra turns which I have seen obtain wins for far more tenuous things that Seismic Assault.
A very fun deck to play but gets both of the slow aspects of control and combo leaving your opponents bored and miserable.
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