4 Serum Visions
4 Remand
2 Rewind
3 Eye of the Storm
4 Seething Song
4 Pyroclasm
3 Mana Clash
4 Fiery Gambit
3 Squee's Revenge
3 Stitch in Time
3 Krark's Thumb
9 Mountain
6 Island
4 Shivan Reef
4 Forbidden Orchard |
 Like
a Hurricoin.
Description of deck by it's author
(quoted):
Throughout history, Red and Blue have had
cards that allow you to take extra turns. Final Fortune and Time Walk
are two of the more famous examples. From this shared background, it
makes sense that one of the Red/Blue multicolour cards from Guildpact is
Stitch in Time. It combines Blue's love of broken effects with Red's
Janet Gretzky-esque love of gambling. Just kidding, Canadian hockey
royalty!
(As a side note: With their outrageously flamboyant fashions, and their
Stitches in Time, I think the water-systems managers among the Izzet are
spending a little too much time around the (don't hurt me) sewers.)
When it comes to assembling a Stitch in Time deck, the natural combo is
with legendary (and Legendary) Thumb of Krark. In fact, I think it's
against the law to use Stitch in Time in a deck without Krark's Thumb.
After throwing those into the deck, I made like Captain Renault and
rounded up the usual suspects: Mana Clash, Squee's Revenge, and Fiery
Gambit. Yeah, yeah, nothing we haven't seen before. Just a copy of a
copy of a copy of a deck. This goes against everything The Izzet stands
for! Where's the creativity, the freshness, the interesting new twist?
Four stubby little words: Eye. Of. The. Storm.
I hope you brought a roll of quarters.
If a Stitch in Time saves nine, just think of all the stitches you'll
save when it's “imprinted” on Eye of the Storm! Dragons are known
hoarders, so it wouldn't surprise me if there was a room in Nivix full
of all these saved stitches. What's that? “A stitch in time saves nine”
is just an expression?
The outlook for this deck was pretty bleak, after I got absolutely
walloped in my first half-dozen test games. The deck really needs Eye of
the Storm. And Krark's Thumb. And Fiery Gambit. In my experience, Mana
Clash is rarely better than Flame Rift (and often worse, even with
Krark's Thumb), which leaves Fiery Gambit as the deck's only halfway
reliable path to victory. And what a path to victory it is! In Magic,
there's not much that's cooler than drawing nine cards and untapping all
your lands … when you have an Eye of the Storm in play! That's a handful
of new spells and the mana to cast them. The last game I played with
this deck, I was flipping coins for a half an hour. If that's your idea
of fun, I invite you to try this one out. You'll positively flip!
Or not.
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