Lands:
4 Sacred Foundry
4 Wooded Foothills
4 Battlefield Forge
4 Mountain
4 Plains
Creatures:
4 Greater Gargadon
4 Angelic Wall
4 AEther Membrane
4 AEtherflame Wall
Other Spells:
4 Balancing Act
4 Howling Mine
4 Shock
4 Char
4 Lightning Helix
4 Incinerate |
 Blow-N'-Go.
Description of deck by it's author
(quoted):
Step 1: - "Establish a defense"
Using cheap walls and even cheaper instant-speed burn spells, keeping
the opponent's creatures at bay gets kinda easy.
Step 2: - "Suspend a Gargadon"
Once you've established a decent defense, It's time to build your offense.
About this time, your opponent will probably start preparing for a Rolling
Stones. With so many walls in the deck, who wouldn't think that? Well,
they're in for a big surprise. Suspend that Gargadon, then go to step 3.
Step 3: - "Blow-N'-Go!!!"
With the Gargadon suspended, float 4 mana (2WW) and then sacrifice
everything to the Gargadon. Now, dump that 4 mana into a Balancing Act.
Since the most mana-costly card that your actually going to be paying for
is the Balancing Act itself, completely emptying your hand shouldn't be
too difficult.
The most optimal setting for this strategy to work is
having ONLY the Balancing Act in your hand and exactly 1 less permanent
than the Gargadon has time counters. This way, you can sac everything and
have literally NOTHING on the board or in your hand. Once the Balancing
Act resolves, neither will your opponent. Once your next upkeep rolls
around, begin bashing your opponent's face in with your fresh, 9/8 hasting
beasty!
It's true that a single counterspell can completely ruin
this deck, but it comes with the territory. Also, if you're worried about
countermagic like Mana Leak, Force Spike, or maybe even Mana Tithe, then
float the extra mana when you play the Balancing Act. If it turns out that
they don't have countermagic like that, then a couple damage in mana burn
is going to be the least of your worries once your beasty hits the field. |
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