4 Warped Devotion
3 Megrim
2 Sunken Hope
4 Planar Void
3 Web of Inertia
2 Evacuation
2 Sunder
4 Capsize
1 Turbulent Dreams
2 Lobotomy
2 Arcane Denial
2 Counterspell
1 Quash
1 Telepathy
1 Urza's Guilt
2 Dark Ritual
2 Rats' Feast
1 Grave Consequences
2 Standstill
3 Tainted Isle
8 Island
8 Swamp |
 Casual
Doom.
Description of deck by it's author
(quoted):
Playing the deck then, your early goals should
be to stop anyone being able to attack you, whilst countering, quashing
and lobotomising any threats to your enchantments. It doesn't matter if
you just sit there drawing for a few turns whilst your opponent simmers
in frustration, eventually the cards you need will come to you. Even if
they don't, often a partial combo can kill instantly. For example if
lots of megrims show up, but no devotions a large enough sunder or
evacuation will still cause them to discard, and can quite often be
enough to kill most decks outright. Ideally though, you want 2 warped
devotions in play. Standstills provide a cost effective card drawing
engine that can either plump their hand prior to a big offensive or help
jump start you; these can also make for some interesting tension in
multiplayer games.
It can be quite susceptible to decks with a large
quantity of direct damage, and I suspect other control decks would cause
it some problems, though the counters and lobotomies should still provide
the same aid against those sorts of things as they do against the likes of
disenchant.
As far as multiplayer games, this deck will sit there
for while and suddenly kill everyone. But once the other players have
played it once, don't expect to last long against the combined attacks of
desperation in the early game. Since it is a very boring deck to play
against as it just methodically shuts down the game and picks you apart. |
. |