Lands:
10 Island
10 Forest
3 Mirrodin's Core
1 Oboro, Palace in the CloudsCreatures:
4 Elder Pine of Jukai
2 Haru-Onna
2 Kiri-Onna
Other Spells:
4 Dampen Thought
2 Evermind
4 Isochron Scepter
3 Meishin, the Mind Cage
4 Peer Through Depths
4 Reach Through Mists
1 Twincast
3 Vital Surge
3 Wear Away |
 Cage
Match.
Description of deck by its author (quoted):
For no reason whatsoever, I'm going to kick
things off with some of the Onnas. These are Spirits that each have a
comes-into-play ability and a spiritcraft self-bounce ability. Haru-Onna
is the green one; you draw a card when it comes into play and you can
return it to your hand when you play a Spirit or Arcane spell. I
recommend doing this after Haru-Onna blocks or when it's about to be
destroyed, but bouncing it back when you just want more cards is a fine
plan as well. Kiri-Onna is the blue one; it bounces a creature when it
comes into play. It's not Capsize, but it's a repeatable bounce effect
that can also attack for 2.
Haru-Onna and Kiri-Onna, meet Isochron Scepter. With these creatures,
you want to play cheap Arcane instants. Well, why not play the same
Arcane instant over and over? And why not splice more effects onto it?
To pull this off effectively, you'll want a lot of land. That's where
Elder Pine of Jukai saunters in; each time you replay an Onna or play
another Arcane instant, you slurp up more lands from your deck. Here's
where the deck throws the hammer down: With all the lands you'll be
putting in your hand, and all the Arcane spells you'll be keeping in
your hand because you've spliced them onto copies of Arcane spells, and
all the Onna bouncing you can do, you'll wind up with a full hand, a ton
of land, and an easy-to-implement Dampen Thoughts victory
condition—perfect conditions for Meishin, the Mind Cage. Negate your
opponent's creatures permanently.
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