4 Djinn Illuminatus
4 Drift Of Phantasms
4 Glacial Wall
4 Goblin Bookie
4 Fact Or Fiction
2 Firestorm
4 Lightning Bolt
2 Krark's Thumb
2 Recoup
4 Stitch In Time
10 Island
10 Mountain
2 Izzet Boilerworks
4 Shivan Reef |
 Stitch
in Time.
Description of deck by its author (quoted):
This uses eight walls to create a defense
while you set up your machine. Drift of Phantasms doubles as a tutor for
a Stitch in Time when you need one.
You can use a Stitch in Time to Time Walk early in the game, helping you
advance you to the endgame. With a Krark's Thumb or Goblin Bookie out,
you have a 75% chance of Time Walking when you play the Stitch. With
both out (or two Bookies), you'll have an 87.5% chance of Time Walking.
That's pretty reliable.
Once you have out a Djinn, there are a couple of goodies here. The first
is the obvious Lightning Bolt. As can be seen from last week's article,
I think Lightning Bolt and the Djinn are an obvious pair. If you play
the Djinn, you should almost always play the other.
The other good card, and winning condition to boot, is the Firestorm.
Using extra turns and Fact or Fiction to fill up your hand, cast a
Firestorm for a large number. Discard enough cards to target every
player at the table besides yourself.
If there are five players at a multiplayer table, cast Firestorm and
discard four cards, targeting each opponent. When this Firestorm
resolves, each player will take four damage. Now replicate the Firestorm
with the Djinn for every Red mana you can make. If you can make, say,
six Red mana, then you'll have six separate Firestorms on the stack, all
dealing four damage to each of your opponents. If you have less mana or
less opponents, you can always Firestorm and discard more cards, but
target creatures with your extra targets.
For this reason, you'll want to keep extra cards in your hand instead of
playing them. Once you've set up, extra Goblin Bookies aren't going to
help, so don't play them. Keep extra Islands unless you need to play one
for some reason, and so forth. Eventually you'll have enough cards to go
off and kill everybody in one mighty smiting.
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