4
Black Knight
4 Knight of Stromgald
4 Fallen Askari
4 Erg Raiders
4 Nekrataal
4 Man-o-War
4 Contagion
4 Memory Lapse
3 Winter Orb
2 Choking Sands
2 Barrow Ghoul
10 Swamp
4 Bad River
3 Undiscovered Paradise
2 Underground River
2 Islands |
 Black
Ice.
Description of deck by it's author
(quoted):
In the popular Black Ice and White Ice decks, 4 Memory Lapses are
essentially 4 Time Walk + Counterspells. These two decks are so dominant
in my area that I'm looking to build metagame decks specifically to deal
with them. For those who haven't seen them yet, they are the July
1st-legal continuations of the 187/Forgotten Orb deck, which I think was
originally invented by the Dickhead boys. The black version is
marginally stronger due to Nekrataal and the white version is marginally
faster due to Swords to Plowshares. Weatherlight has sped both up a
notch. The key is using the Winter Orb. Undiscovereds give you two mana
per turn at maximum speed, while your opponent has one mana at max
speed. Memory Lapses are the closing cards.
Play either of these decks a bit and you'll be amazed at just how
important the Memory Lapse is. Not only does it counter the spell,
keeping your own strategy intact, but it costs your opponent his next
draw (under a Winter Orb, effectively a turn) to get the same damned
thing back, and chances are he ain't casting it again for a while... and
you've handed over no card disadvantage (Denial won't get him closer to
the lockbreakers) and it's ever so cheap to cast. It gets deadlier if
his spell costs more than one mana. Plus, once you have a horde on the
board, you can usually sit back and Lapse things (remember you have two
mana per turn thanks to UP under the orb) while your Knights finish the
job. As Truc already mentioned with the original version of these decks,
the keys to winning are the creatures that have a come-into-play kill
effect, and then the lapses and Orbs.
|
Sideboard
4 Dystopia
4 Knights of the Mist
3 Hydroblast
4 Other |