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Para jugar tu mazo en un torneo ("Oficial DCI") necesitas tener una hoja de registro de mazo. ¡Desde aquí puedes descargar esa hoja rellenada con las cartas de este mazo!
Por favor, entiende que este no es un servicio oficial del DCI. Asegúrate de que la lista contiene todas las cartas de tu mazo y de que cumple todos los requisitos de los torneos oficiales DCI. Si adviertes algo erróneo, por favor, ¡comunícanoslo! DCI is a trademark of of Wizards of the Coast LLC.
Your number one priority is getting the commander out quickly and getting it to stick. Lots of 2-mana and cheaper mana sources to get out of the gate fast.
From here, the objective is to set up a turn when you can cast the commander and hold up mana to protect it.
Six mana is typically going to be plenty, often set up for turns 5 or 6. Once it’s on the battlefield, the game plan from there is straightforward: keep up instants to draw cards, protect the Lord, and create wraiths.
With just a turn or two after the commander hits the battlefield, you should be able to string together four to five instants or sorceries with a few other wraiths to have the needed nine to get the big boost in power. The abundance of 1- and 2-mana instants and sorceries line you up to generate three or four 3/3s a turn, which you can follow up with a Nazgûl or two and a cantrip to pump up the team and dish out the damage.
Sedgemoor Witch, Talrand and Murmuring Mystic help provide back up support and help pump out more creatures while we get the commander up and running.
The enchantment kindred discovery provides lots of card draws when wraiths are created and Baral helps keep the cost of spells low.
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» | Revisión 12 | Mayo 23, 2024 | zlink11x | |||
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Revisión 1 | Mayo 23, 2024 | zlink11x |