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4
Force Of Will
4
Counterspell
4
Arcane Denial
2
Echoing Truth
4
Propaganda
1
Gush
4
Dominating Licid
4
Man-o'-war
4
Suq'Ata Firewalker
2
Fatespinner
3
Isochron Scepter
3
Aether Vial
2
Icy Manipulator
2
Wasteland
2
Riptide Laboratory
17
Island |
Vial,
Vial Blue.
Description of deck by its author (quoted):
This deck is based upon a principle: if blue can slow you down, it can
beat you (and do it without Standstill too). The idea is to gain a
decisive early game advantage by countering their key plays, and then
begin to deploy your creatures, all of whom afford you some advantage once
they are down. The Aether Vials do two things: they make your creatures
free (all the creatures cost 3 converted), AND they make them
uncounterable instants (which usually lets you win against other control
decks). There are only 3 of them in the deck, as you can damn well win
without them, you NEVER want to draw 2 in your opening 7. The Scepters are
used as late plays in the deck, generally. Comments: -Most blue decks work
on some sort of card advantage principle, and this one is no different,
except that you don't draw more cards, you just use your cards much more
efficiently than they do. This is my most conservative, anti-combo
anti-speed deck. -possible substitutions: when playing in a slower
environment, sub Temporal Adept for Fatespinner. The Icys are mostly there
to deal with pro-blue/ large creatures; I would leave them in, but feel
free to play around.
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