What should I take out of my Keeper for another Counterspell?

Beyond Dominia: The Type One Magic Mill: What should I take out of my Keeper for another Counterspell?

By Andreas (Andreas) on Friday, May 24, 2002 - 11:17 am:

Hello everyone,

I know it is just another one of these boring one-card-switch-in-Keeper posts, but I really have been wracking my brain (sort of) and not come to a conclusion.

My current Keeper decklist is as follows:

1 Zuran Orb

R Ancestral Recall
1 Mystical Tutor
R Time Walk
1 Merchant Scroll
4 Mana Drain
4 Force of Will
1 Misdirection
R Fact or Fiction
2 Morphling
R Braingeyser
R Stroke of Genius

R Vampiric Tutor
R Demonic Tutor
1 Diabolic Edict
R Yawgmoth´s Will
1 Abyss
R Mind Twist

1 Swords to Plowshares
R Balance
1 Dismantling Blow

R Regrowth
1 Sylvan Library

1 Gorilla Shaman

1 Fire/Ice

R Black Lotus
R Sol Ring
5 Moxen
R Library of Alexandria
R Strip Mine
4 Wasteland
4 City of Brass
1 Undiscovered Paradise
4 Underground Sea
4 Volcanic Island
2 Tundra

Sideborad (in constant fluctuation):

1 Scrying Glass
1 Moat
2 Powder Keg
1 Aura Fracture
1 Seal of Cleansing
2 CoP: Red
2 Swords to Plowshares

The permission player in me however longs for another Counterspell, so I would like to add a vanilla counterspell to the deck, but I have no real idea what to take out. My environment is rather wide open, with some of the better players playing some Keeper or OSE variant.

Any (good :-) ) suggestions are welcome.


P.S: I would also like to give Mono-U a try, but I have no good decklist to start with. Any suggestions here are also welcome.

By Freddie Williams II (Freddie) on Friday, May 24, 2002 - 11:24 am:

Matt D' has the same decklist with the following changes:

-1 Vamp
-1 Plow
-1 Wasteland

+1 Impulse
+1 Counterspell
+1 Tundra

you could always loose the vamp, or the plow for the couner.

PS don't you find it difficult to cast moat?


By CooberP, the Aura Fracturer of B2Bs (Cooberp) on Friday, May 24, 2002 - 03:42 pm:

The fourth Wasteland is a little gratuitous, it should be a colored mana source, most likely a Tundra. Certainly either Vamp or Plow; which do you find more useful?

By Andreas (Andreas) on Saturday, May 25, 2002 - 04:06 am:

@Freddie: Actually I do not board in Moat that much, so I can´t tell. But the fourth Wasteland probably has to go for a Tundra.

On the other hand both Vampiric Tutor and StoP have its uses. I will probably keep the StoP, since in a random environment the remove from game aspect can be very useful, and Vamp is most useful against aggro anyways. Thank you all for your advice.

By Dozer, Collector's Edition Disciple (Dozer) on Saturday, May 25, 2002 - 12:50 pm:

Except for the mana, our maindecks are exactly identical (or would be, if I owned Walk), so yes, you need another Tundra. With no Miner between MD and SB, you could even ditch one Volcanic in favour of the fourth Tundra, which seems more important regarding your sideboard.
I am operating the same MD config with 3 Tundra/ 3 Volcanics, and that still works even with sided REBs.

Where to put the tenth counter: Some people play without Vamp, some without StoP, some even without Regrowth - but honestly, I'd say you should put the Counterspell where the sun don't shine - the slot #61.

It all depends on your metagame - Fire/ Ice is maybe the most likely thing to get the shaft, because it is the most narrow of the cards you seriously could consider for taking out. But I play 61 cards (once I get Walk), with Crosis's Charm being my 61st goodie, and I like it. Keeper can easily support a small business spell (i.e. (<= 3 mana) as 61st.


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