4 Scornful Egotist
2 Vesuvan Doppelganger
4 Shoreline Ranger
4 Illusionary Wall
4 Homarid Spawning Bed
2 Tidal Influence
2 Fact or Fiction
2 Treasure Trove
4 Counterspell
4 Dissipate
4 Vedalken Shackles
24 Islands
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Spawning
Egotists.
Description of deck by it's author
(quoted):
The ideal play for this deck is to drop a
Spawning Bed on turn 2, a morphed Egotist on turn 3, and then flip and
sacrifice on turn 4. That's an ideal play, but there are other good
plays as well, and other strong openings.
Vedalken Shackles allow you to take control of others'
creatures. If you can grab a Blue creature, sacrifice it to the Spawning
Bed and grab another. You can easily grab any creature for defense, and
then let it go back and take something better when it comes along. Not
only can it feed the Spawning Bed, but it also provides both offense and
defense.
Vesuvan Doppelganger is great in this deck, since it
copies every aspect of the chosen creatures except for color. That means a
Doppelganger will copy that Draco's casting cost, and when somebody goes
to kill it, you can sacrifice the Doppelganger for sixteen little 1/1
Camarid tokens. Such cute little baby Homarids.
Shoreline Ranger should give your mana curve a little
help if necessary. With the four islandcyclers and 24 islands, you should
have plenty of mana for some of your effects. If you have enough, then the
Ranger can be played a six-drop that'll give you a bunch of tokens if
necessary.
Illusionary Wall is a great defensive card. 7/4 flying,
first striking walls are not exactly seen on a regular basis. It does have
cumulative upkeep, so when you are ready to axe the Wall, simply sacrifice
it for a quintet of Camarids.
I've included four major card drawing effects to help
you find whatever piece of the deck you lack. Treasure Trove can provide
major card advantage over time, and I regularly play it in Blue decks with
a lot of mana. There's a pair of Fact or Fictions for the emergency dig,
as well.
I've also tossed in eight copies of countermagic spells.
The ubiquitous Counterspell is in the deck, alongside an old favorite in
Dissipate. Play Forbid if you want, but I wanted an older, fancier
counterspell for this deck, as well as the ability to hose the occasional
graveyard using card like Genesis and Glory - cards that you really don't
want in your opponent's arsenal.
The secret tech of this deck is Tidal Influence. I
suspect that most of you had t check the link to see what it even did.
Here's the rundown on Tidal Influence:
It's really legendary or an enchant world, even though
it doesn't say that. You can only have one in play at a time. When it
comes into play, you put a counter on it, so all Blue creatures get -2/-0.
You may want to play a Tidal Influnece after combat if you plan on
attacking.
On the third turn, all Blue creatures get +2/+0, so you
can get in a serious swing. Make sure you sacrifice as many creatures to
the Spawning Bed as possible so that they can attack on this turn. Massive
Camarid beats should ensue.
Normally, a Tidal Influence balances itself out. Imagine
a 3/3 unblockable creature, for example. Normally, over the course of four
turns, you will deal twelve damage. With an Influence out, you will deal
1/3, 3/3, 5/3, and 3/3 damage, so you'll still deal twelve damage (unless
you wait and play Tidal Influence after combat like I suggested, in which
case you'd deal 14 damage.)
Now, 1/1's are different. They will be 0/1, 1/1, 3/1,
and 1/1, for five damage, not four, over the course of four turns (and
they'll deal six damage if you play the Influence post-combat). This is a
bonus. We are playing with a bunch of 1/1 Camarid tokens, so we should
really be able to use Tidal Influence. For Blue, this is about the best we
can do, plus it enables you to plan for the critical turn.
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