4
Sleeper Agent
3 Burden of Greed
2 Diabolic Tutor
4 Howling Mine
4 Kill Switch
2 Megrim
4 Mycosynth Lattice
4 Rain of Filth
3 Relic Bane
4 Thran Turbine
2 Vampiric Tutor
24 Swamp |
Switch
Off.
Description of deck by it's author
(quoted):
Tap six mana, activate Kill Switch with 4 mana floating, then play Burden of Greed. Deliciously painful! But not painful enough. (Did you forget today's theme?)
So, to keep everything tapped forever, you need 2 mana a turn. Mana you can't get by tapping permanents. Mana that must be produced by triggered abilities. Eladamri's Vineyard comes to mind, but giving your opponent mana as well is hardly the desired result. No, the answer is the otherwise unplayable Thran Turbine! Go ahead, look it up. Custom-made for this situation and no other (when else do you direly need a triggered ability that produces 2 colorless mana during your upkeep?), it's the third part of the lock.
We're done locking the board. We're not done winning the game. After the lock, you can expect to have one mana from a freshly played land on any given turn. But now what? Standard creature combat won't help, since your creatures will be tapped. Nothing that inflicts damage via tapping can help. This is a perfect opportunity to use one of my all-time favorite terrible cards. In fact, it's the best opportunity for Sleeper Agent I've ever seen. It only costs , and after its initial defection, it'll be tapped down, unable to get back at you for (presumably) insulting its mother. Sleeper Agent doesn't like its controller—but it really hates you.
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