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Deck Strategy
I like Orvar's ability and I want to stay with the "Twitch" like effects that draw cards. I have found the smaller 1 cost cantrips don't really help the deck into the long game.Tuning Goals
I need help cutting and tuning the deck. Having a hard time with creatures at the moment. My play group is typically a lot of tribal therefore a lot of creatures. Not sure if I need to lean more into the steal and copy effects. @Kypster#6111 has helped me with a few decks in the past. Thank you!
GENERAL:
The Pilot wishes to stay somewhere within the realm of casual decks but also combo off as a game finisher.
In its original form the deck contained the following combos:
1) Peregrine Drake (or Treachery) + Whim of Volrath or Clockspinning or Mind Games = infinite mana (and infinite Drake tokens if Drake is used), add Archmage Emeritus for infinite draw
2) Whim of Volrath or Clockspinning + Sapphire Medallion(s) + a blue mana source = infinite mana on your next turn, add Archmage Emeritus for infinite draw, add High Tide for instant infinite mana
3) Whim of Volrath or Clockspinning or Mind Games + Temporal Manipulation + Mystic Sanctuary = infinite turns with infinite mana, add Archmage Emeritus for infinite draw
One of the first things we note is that the deck depends rather heavily on Orvar as its main engine but at the same time it has only 31 lands and 8 pieces of ramp. This is rather little considering the deck wants to maximize its chances of getting Orvar out on turn 4.
Added an entire new combo line with interchangeable pieces: Ghostly Flicker / Illusionist's Stratagem / Displace + Archaeomancer / Mnemonic Wall / Salvager of Secrets / Shipwreck Dowser + Peregrine Drake / Cloud of Faeries
ADDITIONS:
Ramp and lands were added to bring land count to 35 and ramp count to 13 so that Orvar can be cast more consistently on turn 4.
Talrand, Sky Summoner as an outlet for the infinite combos. It will generate good blockers early game and once the combo comes online it will create infinite 2/2 fliers.
Added a bunch of cards for a the new combo line.
CUTS:
Sorceries. This deck plays a "draw, go" style so having sorceries in the deck really hurts the speed at which it can operate.
Phyrexian Metamorph: this deck can make copies of other things easily without a clone spell.
Hydroblast: somewhat situational. Good but not as good as the other cards in this deck.
Idol of Oblivion: clunky - requires other cards and conditions to be met to act as a draw engine.
Lightning Greaves: while a good card haste is not imperative and counterspells should provide enough protection for Orvar.
Master of Waves: really clunky at a high MV and only works as a late game outlet and even then it'd be miles better with an infinite combo on the table (at which point it's easier to just win in another way).
Hullbreaker Horror: a really, really good card but also really, really expensive. This deck runs low to the ground so there's no point in spending a whole late game turn on a card like this when one could just win the game instead.
Cursed Totem: doesn't directly advance the game plan. Doesn't universally hinder all other decks if they're not playing mana dorks or other activated abilities so the benefit of running this is situational.
Wandering Archaic: a generically good card but doesn't synergise with anything because we can't control what the opponents want to cast.
Vedalken Aethermage: worst of the tutors.
Torrential Gearhulk & Spectral Arcanist: thanks to the new combo the deck has more recursion so these two became redundant.
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Nombre | Mano | Turno 1 | Turno 2 | Turno 3 | Turno 4 | Turno 5 | Turno 6 | Turno 7 | Turno 8 | Turno 9 | Turno 10 | |
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Probabilidades adicionales |
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Score | Nombre de la carta | Tipo | Maná | Rareza | Salt |
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Comparar | Revisión | Creado | Por | |||
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» | Revisión 4 | Enero 28, 2022 | Aetherium Slinky | |||
Revisión 3 | Enero 19, 2022 | Aetherium Slinky | ||||
Revisión 2 | Enero 19, 2022 | Aetherium Slinky | ||||
Revisión 1 | Enero 19, 2022 | Aetherium Slinky |