4 Hunted Horror
4 Hunted Phantasm
1 Clone
1 Sakashima the Impostor
4 Leyline of Singularity
4 Hatching Plans
4 Mana Leak
3 Muddle the Mixture
3 Last Gasp
4 Boomerang
3 Clutch of the Undercity
2 Rewind
7 Island
6 Swamp
4 Watery Grave
4 Underground River
1 Minamo, School at Water's Edge
1 Shizo, Death's Storehouse |
 State
Based Awesomeness.
Description of deck by it's author
(quoted):
Of all the Guildpact Rares, Hatching Plans is
the one with the largest gap between how good it could be and how bad it
probably is. Between those two points there's an ever-widening gulf. A
veritable canyon. A vast expanse with enough space for two little gulfs,
a crevasse, and half a chasm. The main point of interest are those three
little words: Is. Put. Into. Er … I mean: Draw. Three. Cards. That
little phrase has some serious pedigree. From Alpha's Ancestral Recall,
to Beta's Ancestral Recall, all the way up to Unlimited's Ancestral
Recall, players have loved always loved “drawing three.” Drawing three
cards is super-cool, even if you have to put two thirds of them back, if
you have to play it on your own turn and at four times the cost, or if
you have to engineer a certain board position in order for it to be
effective. I'm not even going to get into the metagame-warping power of
Rushing-Tide Zubera, which is half Hill Giant, half Concentrate, and the
bane of Giant Solifuge and Wildfire players everywhere. Or not.
We've clearly established that Hatching Plans is in good
company, but is it a Standstill, which has seen a lot of play in Block,
Legacy, Vintage, and multiplayer, or is it more like Saprazzan Heir, which
is about as good as Hazy Homunculus? I guess we'll never know … unless we
build some decks!
The first thing to figure out is how we're going to get
Hatching Plans from Point A (the in-play zone) to Point B (the graveyard).
I've seen some interesting ideas floating around, which include the
Enchantment-eating Atogs (Auratog, Thaumatog, Phantatog) and Leyline of
Singularity. With the Leyline in play, you'd need to play a second copy of
Hatching Plans (or Copy Enchantment) and the Legend Rule will do the rest.
This is surprisingly effective, and when I received (by carrier pigeon) a
tight-looking decklist from Henrik Dithmer, I started testing it out. He
used Hatching Plans and Leyline of Singularity, and while he was using
abusing Rule 420.5e, he figured he might as well use some Hunted
creatures, Horrors and Phantasms, as his win condition. With a Leyline in
play, those Centaurs and Goblins you so generously gave your opponent are
D.O.A.
I adjusted some numbers to make room for the Transmute
cards Muddle the Mixture and Clutch of the Undercity. They are ideal in a
deck like this, which requires that you assemble a specific set of cards
in order to be effective. My only other change was to add a copy of
Sakashima the Impostor, whose “the same, but different” philosophy allows
you to effectively have two copies of your kill card in play at the same
time. |
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