1
Rainbow Efreet
4 Force Spike
4 Counterspell
1 Memory Lapse
3 Mana Leak
3 Forbid
2 Dissipate
4 Dismiss
4 Nevinyrral's Disk
4 Impulse
4 Whispers of the Muse
4
Stalking Stones
4 Quicksand
18 Island |
CMU
BLUE (Draw Go).
Description of deck by it's author
(quoted):
Twenty-one counterspells allow the deck to stop almost everything
the opponent tries to do. At a minimum, they allow for a lot of
one-for-one trades (as do the Quicksands). The four Disks also trade
with the opponent's stuff, though they often nabbed more than one
permanent at a time. The four Impulses are just a super-efficient way to
set things up and that leaves just five nonland cards left in the deck:
a single creature and four copies of the key spell in the deck: Whispers
of the Muse.
The way to win with this deck is to counter everything you possibly can
and build up to six lands in play. From that point on you use your mana
to stop your opponent's threats if necessary or to draw an extra card if
possible. All those extra cards make victory inevitable, even with just
one creature and four creature lands available to deliver the actual
kill. Once you Whisper up a bunch of extra cards, you have so many lands
out that it's easy to clear the board with a Disk and then counter every
single spell for the rest of the game.
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