The question is mainly for Rakso who trashed my counter-phoenix deck a while back Will it be competitive now that combo is gone? Ill reprint the decklist (any help/comments are appreciated):
Lands:
4 Wasteland
3 Thawing Glaciers
4 Volcanic Island
3 Mountains
10 Islands
Creatures:
2 Squee, Goblin Nabob
2 Shard Phoenix
2 Masticore
Spells:
4 Counterspells
4 Forbid
4 Counterspells
3 Pyroclasm
3 Incinerate
2 Intuition
4 Impulse
4 Powder Keg
2 Nevinyrrals Disk
Should I add Firestorm?
So.. what do you all think?
The 2nd set of 4 counterspells should be FOW
I was thinking the same thing. What about hammer in counter-hammer? I assume that the extra 4 counterspells are force.
you assume correctly.. I guess I could squeeze in a couple of hammers.. but what should I take out?
Hey kiksasses another person who likes counterburn . Personally, I run more counters (like around 16-18), with only 9 burn spells, but I usually experience about the same amount of control decks and creature based. If creatures start to become more dominant, more burn is necessary. Newayz, how about Morphling? I find that he just hella powerful with all hte insane mana your getting from the Glaciers. Fact or Fiction might work too, and is even better with the Squees and Phoenixes that just return to your hand. Dust Bowl also works good with the excess land. About Firestorm, they wouldn't be too bad, especially with the Squees and stuff. Are 4 kegs and 2 disks really necessary with all that burn? I like disks more because they clear everything, and your burn will handle the early stuff. Try doing 4 kegs/disks total and throw in 2 more hammers
Yes, I think it's possible that decks like CounterHammer/Phoenix could actually be viable again. Maybe even to the point where people will start to run Dissipate. :-] lol. Anyway, I'd prolly play something like this:
4 Volcanic Island
4 Wasteland
3 Thawing Glaciers
9 Island
6 Mountain
=26
3 Squee, Goblin Machine
1 Masticore
2 Shard Phoneix
=6
4 Force of Will
4 Counterspell
3 Forbid
2 Mana Leak
3 Intuition
1 Whispers of the Muse (remember this?)
4 Nevinyrral's Disk
3 Incinerate
1 Hammer of Bogarden
2 Pyroclasm (not sure if this is really needed)
I just remembered Fact or Fiction... but what would you take out? Maybe the 3 Intuition and the Whispers? I think 4 Disks is correct; when a Disk goes off, this deck just wins there after. Morphling isn't really needed, but you could sideboard him. Incinerate is a definite as River Boa is a b!tch. I'm not sure you need Pyroclasm 'cause you have Shard Phoenix, but I also predict CounterSliver will almost literally be the "best" deck so the Pyroclams' could be necessary, but not more than 2. :-]
Firestorm is probably not going to help because you can't really rely on your Squees to fuel it.
Anything Firestorm kills, Earthquake or Phoenix does as well, except for a Sliver swarm, which Firestorm doesn't touch either. Maybe Earthquake over Pyroclasm so you can nail 3 toughness things which may include Rogue Elephant, etc.
I don't know how fast Extended will be, but maybe dropping Phoenixes is a better idea since you don't have Mana Drain. I also think 4 Keg / 2 Disk is better.
12 counters is probably enough. Hammer may not be worth it since it's too slow against decks where you need Bolts.
Fact or Fiction is definitely missing, though I don't think it replaces Intuition. (And I assume your 8 Counterspells are really 4 Counterspell and 4 Force of Will).
Finally, you should have maybe 26 land instead of just 24? Just a suggestion.
NOw the magic question: Is it playable?
CounterPhoenix can hold its own against any weenie-based deck, especially with Fact or Fiction and Impulse to get you into the right control cards.
However, it is not draw-go and your damage spells can turn out to be dead against certain control decks. Oath and Acc Blue (some Philippine players use this) are draws where bolts are almost dead, for example.
Combo in the form of Pebbles with Academy Rector may overwhelm you, but maybe this can be disrupted by simple good play. However, you're forced to try to play Draw-Go since CounterPhoenix cannot play aggro control. I mean that it cannot tap out early and then play a threat card because the opponent then simply plays the combo if he has a Force in hand.
On the other hand, playing Draw-Go is not good for CounterPhoenix since it doesn't have enough counters, and adding more counters deviates from the theme and makes you weaker against the weenies.
HaHa