For most Magic software, including Magic Workstation and Cockatrice:
For MTG Arena:
For Magic Online (MTGO):
For others:
To play your deck at an official ("DCI-sanctioned") tournament you need a deck registration sheet. Here you can download such a sheet pre-filled with the cards in this deck!
Please note: This is not an official DCI service. So please always make extra sure that the sheet contains all the cards in your deck and fulfils all DCI requirements. If you notice anything wrong, please let us know. DCI is a trademark of of Wizards of the Coast LLC.
GENERAL INFORMATION:
First and foremost, thank you for taking the time to have a look at this deck! Hopefully you won't be disappointed with my precious baby. The deck itself is fairly powerful and is intended to be used within semi-competitive playgroups. It will do fine for casual players too, but it is quite punishing when you need it to be. Exercise discretion when you play and assess the situation as it comes, as always; your milage may vary. Don't blame me if the deck doesn't live up to your standards or if it sleeps with your mother.
The deck is built to be a heavy control/prison deck that aims to lock your opponents out of having any fun at all as efficiently as possible. It has access to the big three; tutors, additional draw power and removal (Spot/Mass) and is subseqently any asshole-ish players wet dream. If you don't like bringing heavy hate at most if not all stages of the game to the table, this deck probably isn't for you. Don't expect to win any friends with this one either, nothing rustles jimmies like a Pox into a Death Cloud.
GENERAL ADVICE:
Early Game:
It's imperative that I start setting up my combos as urgently as is humanly possible with this deck if I'm aiming to win. Generally I'll want to have some idea as to how I'm going to win during the first five to ten minutes. You should have at least one win condition out or at least enough gas to keep yourself going. I'm constantly aiming to have one of my win conditions setup within the first two to three turns ideally, my favorite example from experience is Bitterblossom + Contimatination.
I wouldn't bother getting Oona, Queen of the Fae out at this particular point in time unless you've had some mana rocks fall into your lap and/or you're off to an explosive lead early. Getting that win condition out is my number one priority but sometimes it's not just not possible, in that case I need to start enforcing ownership of the board while I start stacking resources for later. The deck has many cheap options to play with, however don't be reliant on mana acceleration as it will rarely show itself when you need it; plus the deck shouldn't need it to win consistantly.
Mid Game:
This is the slowest period for the deck, I'm generally just building up resources and controlling the board until I can try for the win, that is; if I'm not winning already. In addition to the draw power and tutors I mentioned, (Smokestack,
Late Game:
NOTABLE INTERACTIONS / COMBOS:
2-sided (coin flip) | |
---|---|
6-sided (d6) | |
20-sided (d20) | |
Sides: |
Double-click to open card details.
Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Additional Probabilities |
Please add some cards to the deck to see card suggestions.
Score | Card Name | Type | Mana | Rarity | Salt |
---|
Compare | Revision | Created | By | |||
---|---|---|---|---|---|---|
» | Revision 9 | August 13, 2016 | Peaches | |||
Revision 8 | August 13, 2016 | Peaches | ||||
Revision 7 | August 13, 2016 | Peaches | ||||
Revision 6 | August 13, 2016 | Peaches | ||||
Revision 5 | August 13, 2016 | Peaches | ||||
Revision 4 | August 13, 2016 | Peaches | ||||
Revision 3 | August 13, 2016 | Peaches | ||||
Revision 2 | August 13, 2016 | Peaches | ||||
Revision 1 | August 13, 2016 | Peaches |