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If you don't recall the part one of this series, please check it out (link here). Otherwise, the deck thus far:
I’ve been doing some wonderful play testing using
apprentice this time as I wanted to get some more varied results for my evolved
pre-con. I suppose I should just jump in and tell you all what happened so here
we go! This was a long game…surprisingly I had little difficulty
beating the person running the deck to the kill as I simply dropped down my
Swiftblades and my guildmages and then squashed him with a turn 5 rally after my
Sunforger was on my Swiftblade. Don’t think there is any more than that! GAME 2 vs. Black Rats GAME 3 vs. RG Beats GAME 4 vs. Boros Well it could be worse lol! Changes, Changes, Changes: Ok now that I have played against a very varied amount of decks with this thing I now know what is completely useless for this deck’s aggressive nature.
The only way I have found to break standstills in my games when I need to deal that last few damage has always been either: the rally, the helix, or the bathe. Cleansing Light has been quite useless I think as it only helped me against maybe 2 or 3 opponents and well, at a cost of 4R is just to expensive to use in my opinion. Bathe is a low cost spell that allows me to have some mana for a helix and give me the added unblockable stat I know and love in beatdown.
I realized after my edit last week that I have a mana shortage so I need to correct that by well, fixing the problem! I dropped 2 2/1 first strikers that I really don’t need or draw as they are too fragile and well they are very easily killed by anything.
I have been having a few problems with their bigger creatures and decided to give this card a shot, if it doesn’t work and I see something that does I can very easily replace this with something else. War-torches just don’t do enough for me to like them. The recruits, guildmages, and the swiftblades seem to do enough without the goblins.
The commandos are great but the dragon is much better and is a huge help with what I have in play. A 6/6 flier with haste and flying is awesome! The tokens my opponent may get can’t do much against my lil army when it is working properly and this can easily be a game ending card! There is my fatty for those who felt I needed one! (which I think I did anyways!) So the deck now looks like this:
So let’s take it for a test spin! Shall we? GAME 1 vs. Greater Good Hmm I think this was actually the same I played before, or
the same deck I played. It ended on turn 5 with my Dragon sweeping the field and
destroying his set up…cool! He did manage to get out a Thought-picker Witch and
sac it to itself to remove my first Helix, although 1 turn later I grabbed my
dragon and well…that was it! GAME 2 vs. Skip-a-Heartbeat I knew I was in trouble when I saw a turn 1 Birds of
Paradise, turn 2 Sakura-Tribe Elder, and turn 3 Gifts. I managed to burn him of
7 life before he went off. Mana Accel is quite the potent strategy against my
Boros deck. I think That people I am playing are just using the pre-built decks
on the apprentice. Oh well, at least I have found a few, like this one that are
slightly different from the norm. His heartbeat ran some unusual things like for
instance the underrated Jugen and it also ran Keiga. Talk about a funny deck.
Turn 1 he played forest Llanowar. Turn 2 stoned my plains.
Turn 4 molded my mountains. This game was terrible; I got him to 10 life and
couldn’t do much with a high cost hand of 1 Dragon, 2 fury-shields, 1
Legionnaire, and Agrus-Kos. This was about turn 10 mind you, so if I had this
hand then with the land the game would have been over no problem. I think this
one of the hardest decks to beat right now. He was surprised I kept coming back
Mountain and Plains then dual stone rain and BLAMO! Back to square one. GAME 4 vs. White Weenie Last Minute Changes:
Hmm I figured that the shields wouldn’t work out they way I expected. Oh well! Out with the junk in with the awesome mondo cool stuff………ignore that blurb.
Some mana fixers are worth it, some aren’t like Terrarion. Not that Terrarion couldn’t be useful in say a 5-color deck, but in this deck, the signet is actually better I think, I’ll play test to be sure. In my Selesnya deck, it rocks to have the signet so I figure that should hold true here. Extra cards are nice, coming into play tapped sucks!
Till next time! Well I’ll catch you all later, Next week I will making a sideboard that I have little experience making, so I would like the boards to be aflutter with talk of this decks possible sideboard options! Otherwise I may look stupid so heh…don’t lemme do that! Keep Hitchin a ride with [Apologies from the webmaster... I should have posted this two months ago. Sorry guys. ~Streetz~] You can discuss this article in the MDV forums here. Most Popular
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