4 Silent Arbiter
4 Drift Of Phantasms
4 Windborn Muse
4 Ghostly Prison
3 Manabarbs
4 Propaganda
2 Sphere Of Law
1 Enlightened Tutor
4 Impulse
1 Sleight Of Mind
2 Commander Eesha
3 Fade Away
8 Island
8 Plains
4 Sacred Foundry
4 Steam Vents |
  You
Shall Not Pass.
Description of deck by its author
(quoted):
I started this, oddly enough, as a Commander
Eesha deck. One thing led to another and I ended up with something
totally different. I suspect that this deck is even more “stream of
consciousness” then the previous deck. Let's see if I can remember where
I started…ah, yes!
I wanted some defense for Commander Eesha, so I went
with Silent Arbiter, which is a great blocker and way to slow down an
opponent. One Eesha and Arbiter can hold off ten thousand creatures. They
make a nice tag team. I decided to add Propaganda and Ghostly Prison to
this mix. I wanted some more slowdown until I got the creatures that I
wanted. I realized that I would need an alternate way to slow down hordes
of creatures in case the Arbiter or Eesha bit it, or if I didn't draw
either.
I wanted another set of flying creatures. Since there
were already Propagandas and Ghostly Prisons in the deck, I figured I
should stay on theme and go with Windborn Muse. Lastly, to round out my
defense as well as to tutor for a Propaganda, I tossed in Drift of
Phantasms. Now I had a deck with a variety of defensive creatures and
taxing effects on attackers. I thought to myself, “Gee, wouldn't it be
keen if I could use the taxing effects to punish my opponent beyond
preventing an attack.”
What would be the ideal card? I thought to myself that,
well, Manabarbs is obviously the ideal choice… but that's Red, so I can't
use it. Then I realized that I certainly could use it, and in it went.
Since I had this “punishment for creatures” theme in my deck, I felt that
Fade Away was a natural choice. You can use it after they tap out for your
many taxing effects, or with a Manabarbs out. Either way, it really
worked.
I then realized that my control/combo-ish tempo deck
might die from taking Manabarbs damage of its own. Normally, opponents
should take damage faster, but you never know how much damage that you
take from early beats or burn later. There should be some way to prevent
the Manabarbs damage… something in White. And so there is. With Sphere of
Law out, you can prevent two damage from every Red source, which Manabarbs
just happens to be.
|
. |