Control for 1.X

Beyond Dominia: The Type 1.5/1.X Magic Mill: Control for 1.X

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By SerraCollector (Collector) on Monday, January 07, 2002 - 10:22 am:

Just posting the deck list. Play is obvious. Tell me what might help, or ask any questions if u gottem, I'll check in periodically:

Blue(12)
3 Intuition
3 Fact or Fiction
3 Arcane Denial
3 Force of Will

Green(9)
3 Sylvan Library
3 Gaea's Blessing
3 Land Grant

White(12)
3 Wrath of God
3 Disenchant
3 Story Circle
3 Pursuit of Knowledge

Artifacts(3)
3 Jester's Cap

Gold(3)
3 Hero's Reunion

Land(21)
4 Tropical Island
4 Tundra
4 Savanah
4 Reflecting Pool
4 Gemostone Mine
1 Wasteland

Thanx :)


By BrianB, the Patron of Elves and Silly Combos (Brianb) on Monday, January 07, 2002 - 11:31 am:

It's a little slow out of the box against beatdown. Your have no real defense quicker than the story circle (which is mana-intensive and can get killed) and wrath. A beatdown opponent with wastelands will probably have you dead. Against most control opponents, they should beat you unless you sneak a sylvan library under their countermagic and it can stick around for a turn or 2 to do its thing. To improve constistency, i'd use enlightened tutors over intuitions to do your searching. That way, you have a pretty good shot at getting what you need when you need it. As is, the odds of even drawing (much less resolving, protecting, and using) that sylvan in time are poor. The tutors allow you not to run situational cards like PoK, story circle, and cap in triples. It gives you a tutorable disenchant (seal and/or aura). You could run a few other silver bullets, too, and it helps you find sb cards. Finally, your kill (or lack thereof) won't cut it for timed rounds. That may or may not matter to you, but if you lose one game out of a round, you're in big trouble. You probably can't win a game 2, much less a game 3 in time.


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