4
Starlight Invoker
4 Wall of Deceit
4 Silver Myr
4 Thirst for Knowledge
4 Solar Tide
4 Zur's Weirding
4 Teferi's Puzzle Box
4 Convalescent Care
4 Talisman of Progress
4 Icy Manipulator
4 Seat of the Synod
4 Island
4 Ancient Den
4 Plains
4 Coastal Tower |
 Weird
Puzzle.
Description of deck by its author (quoted):
Tips on Playing the Deck
- Only cast the Weirding when you are
sure that you are stabilized, and only after you have dropped the
convalescent care. Dropping it at any time before that can do very
strange and hurtful things to your chances of winning. Not
your typical beatdown crew.
- Once you get your soft lock going,
your opponent will usually try to deny you of all your goodies until
he runs too low on life. That is when you can use your Icy
Manipulators to tap enough of his creatures to kill him with your
re-morphed Walls of Deceit, Myrs, and Starlight Invokers…I can't
imagine a more embarrassing ensemble of creatures to lose to…a
wall, a 1-power cleric, and a Manakin.
- Don't play the Puzzle Box until
after you have cast everything you wanted to out of your hand. It is
also pretty good to hold land in your hand to use as Puzzle Box
fodder…unless of course you are building up mana for the Invoker.
Adding More Money to the Deck
The best thing to do is add cards that work well under the Weirding.
Cards that work well from the graveyard come to mind – Eternal Dragon
is probably the best white one – but if you wanted to change things up
and try using black, there are cards like Undead Gladiator as well.
Future Sight works well because it gets around the Weirding's ability
and allows you to just play off the top. Your goal should be to create
as many situations as possible that make it correct to cast Zur's
Weirding
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