4 Eternal Witness
4 Mystic Snake
4 Sakura-Tribe Elder
4 Echoing Truth
2 Fabricate
4 Reito Lantern
2 Rushing River
4 Serum Visions
4 Spawning Pit
4 Verdant Succession
10 Island
10 Forest
4 Yavimaya Coast |
 Verdant
Snakes.
Description of deck by it's author
(quoted):
I'm not going to give any examples or
suggestions for Auction of the People decks. Anything I post would
essentially be an option taken away from you. So I'm going to talk about
some decks that don't all share the same word! It's still a design
constraint, but I was somehow able to work around it. First up is my
take on a deck sent to me by Travis Martin. He found a 4-card denial
lock that, once it's on the table, gives you the ability “: Counter
target spell.” Even better, you don't always have to pay the 3 mana at
the time you want to counter a spell. You can pre-pay it and have
counterspells in reserve. Even even better, although the first
counterspell costs 4 mana, the next three are free before they start to
cost 3 mana per.
What insanity is this? It's a thing of beauty: A 4-block
combo that uses a Mirrodin card (Spawning Pit) to sacrifice an Apocalypse
card (Mystic Snake) so an Odyssey card (Verdant Succession) puts a new
Mystic Snake into play from your deck, which automatically counters a
spell—and then a Champions of Kamigawa card (Reito Lantern) restocks the
sacrificed Mystic Snake into your library so you always have more of them
for Verdant Succession to find. After playing all of these spells the
first time, the only thing you need mana for is Reito Lantern, and then
only when the first four counterspells aren't enough. (They're not.)
The deck also features the ubiquitous Sakura-Tribe
Elder. The Elder plus Verdant Succession means you can set off a chain
reaction, zipping through all 4 Elders and fetching 4 basic lands, to
shorten your deck by 8 cards. If you also have Reito Lantern, you can
recycle an Elder into your deck before you sacrifice your last one to
sustain the loop and, over the course of a few turns, fetch out all your
lands.
Travis's original deck featured Temporal Spring. Bounce
is a good idea here—while you're setting up your combo, your opponent will
probably be playing dangerous permanents. You may need to get rid of them,
if only temporarily, to buy yourself some time. Later on, once your Mystic
Snake lock is active, bounce works as a de facto counterspell because
whatever permanents you remove from the table will never make it back into
play again. I'd rather have instant-speed spells that can bounce multiple
permanents, however, so as a personal choice I swapped out the Springs for
Echoing Truths and added Rushing Rivers as well. I also added some cards
that would help me find my combo pieces in Serum Visions and Fabricate.
|
. |