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GENERAL INFO:
This deck has three win conditions:It aims to force your opponents to draw cards and draw even more cards itself. Opponents should take damage from either you drawing or them drawing. Forced Fruition is a means to deck your opponents - especially if you can copy it and have counterspells in your hand to force even more spells from your opponents.
This deck is intentionally low to mid power so that it feels at home in a very relaxed and casual setting. Feel free to browse the "Improvements" section for more options.
THE PLAN:
Follow these steps to win:
- Turn 1 play a small cantrip: Preordain, Serum Visions, Ponder, Careful Study or Brainstorm to get a better idea of what's coming up and to ensure you don't miss your land drops. Alternatively you can drop a ramp spell (Chrome Mox, Sol Ring, Springleaf Drum) or straight up cast Kami of the Crescent Moon if you have the mana for it (achievable with a land + Chrome Mox or having Gemstone Caverns in your opener).
- Turn 2 play Kami of the Crescent Moon.
- Turn 3 is ideally a ramp spell with enough mana left to cast a protective counterspell if needed. Alternatively you can start with one of the two cards that eliminate maximum hand size for all players (Folio of Fancies, Anvil of Bogardan). Do this fairly early in the game as you'll be drawing a lot of cards and you want to let your opponents draw a lot of cards, too.
- Turn 4 onwards you play draw doublers, draw spells and lands. You can also mass bounce something if needed. Dissipation Field is a great way to deter threats coming your way.
- You should ideally always have more cards than your opponents (combined) because you're fighting an uphill battle. Prioritise draw first, then other spells.
- Once you feel like you've sufficiently snowballed you should start playing your threats always leaving up mana for counterspells.
- Play a group mass-draw spell: Windfall, Tales of the Ancestors, Minds Aglow, or use the ability on Folio of Fancies to force some cards to our opponents' hands.
- Copy your win conditions always leaving mana up for counterspells.
- If the game goes on for very long you might need Academy Ruins, Mystic Sanctuary, Recall or Echo of Eons to pick up cards you've spent.
- If the game goes to ultra late game you will need Parallel Thoughts. This card prevents you from decking yourself because you can always choose to put a card from the pile into your hand even if the pile is empty.
IMPROVEMENTS
If you're playing at a higher power table it's easy to power this deck up a little.
- Add Mind Over Matter. It's the best card ever. Just do it before adding anything else.
- Add tutors for spells and artifacts.
- Add mana doublers. The best ones are: High Tide, Extraplanar Lens, Caged Sun and potentially Gauntlet of Power. These also go infinite with Mind Over Matter and Folio of Fancies which is a legitimate win condition.
- If you're playing at semi-high power level you can replace Parallel Thoughts with Laboratory Maniac. Laboratory Maniac is potentially better than Jace, Wielder of Mysteries because it's cheaper to cast. Since we draw in big chunks Thassa's Oracle may be somewhat unwieldy in this deck. I'd recommend against it.
- Narset's Reversal + Echo of Eons will shuffle your entire deck, hand and graveyard into your deck, including Echo of Eons itself. Combined with an infinite draw combo you can loop all spells in your deck. Note that flashback does not work with Narset's Reversal; if a flashbacked card would leave the stack it's exiled instead. You will get the copy but you lose the card Echo of Eons into exile.
- Sensei's Divining Top can combo off easily in this deck. I'll leave it to you to figure out the exact line but I'm sure it involves Mind Over Matter somehow.
- Archivist et al. will go infinite with Mind Over Matter. Arcanis the Omnipotent even goes card/mana positive. Add a "win on empty draw" card and you've got yourself the win in the bag easily.
NOTES
- Be careful with Archmage Emeritus. The draw is mandatory.
- If you're using Mind Over Matter do note that Minds Aglow won't let you activate Mind Over Matter when Minds Aglow is resolving. You need to produce and float your mana from discard-untaps before casting the spell to be able to pay into it.
- A mana doubler, a draw doubler, Folio of Fancies and Mind Over Matter are an infinite draw combo.
- Dissipation Field bounces Cephalid Coliseum back into your hand because the latter deals damage to you.
- Jace, Mirror Mage and a draw doubler: the replacement effect on the doubler will actually override the "and reveal it" clause on Jace, Mirror Mage. In practise if you pay the kicker you'll get two planeswalkers that read "0: Draw two cards." and no loyalty is lost as a result of drawing.
- Always "Demonstrate" Replication Technique. It puts two spells on the stack (the original and the copy) which is really difficult to counter. You can give the opponent's copy to someone who can't do anything substantial with it.
- Commandeer and Misdirection can "counter" counterspells in a counterspell war. When resolving either one you get to pick new targets - you pick your Commandeer or Misdirection as the target for the opponent's counterspell. When Commandeer or Misdirection has finished resolving you're left with an opponent's counterspell that targets nothing and will thus fizzle.
- Cephalid Coliseum targets. You can use it to finish someone off or on yourself.
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» | Revisión 2 | Febrero 2, 2023 | cyb0t | |||
Revisión 1 | Febrero 2, 2023 | cyb0t |