Post by avery61 on Oct 28, 2012 15:26:14 GMT -5
I've had the most success playing this deck in standard pauper. I'll explain my choices after the deck list.
3 Amass the Components
4 Brimstone Volley
4 Delver of Secrets
4 Essence Scatter
4 Frostburn Weird
4 Goblin Electromancer
3 Gryff Vanguard
9 Island
4 Izzet Guildgate
9 Mountain
3 Negate
4 Pillar of Flame
4 Searing Spear
1 Stitched Drake
Delver and Weird are the win conditions, with ther added bonus that Weird can act as early defense until you can ge control.
Electromancer has been great, you can leave just one mana open for either a counter or burn and keep control. Swinging for two a few times doesn't hurt.
Essense Scatter is in for those threats you can't burn, i.e. hexproof, Angels, etc. I wouldn't counter anything but one of these big threats unless you really have to.
Negates are there mainly for the hexproof decks, even if a threat lands you can kill it with blockers unless they land an aura on it. One blue mana open can take them by surprise.
The burn suite has been changed probably more than anything else in the deck but this is where I'm at right now. Pillars stops undying shenanigans, Spears become Bolts with 'mancers n play. I try to keep the Volleys to the dome if I can, but not afraid of taking out a big critter if I have to.
The draw package is Amass and Gryff's, with the Gryff's siding as a threat.
The lonely Stitched Drake is a test. I don't feel there's enough creatures in the deck to warrant four of but maybe going to two Drakes and two Gryff's is the right choice.
I have played quite a few variants of this list and this is working for me right now.
Open for suggestions, if I've already tried it I will let you know.
The sideboard is
4 Curse of the Pierced Heart vs. mirror & control.
4 Electrickery vs. White Weenie
1 Negate
2 Peel from Reality vs. aura decks
4 Thunderbolts vs. flyers.
Trying out Peels over unsummons just to see how they work out.
3 Amass the Components
4 Brimstone Volley
4 Delver of Secrets
4 Essence Scatter
4 Frostburn Weird
4 Goblin Electromancer
3 Gryff Vanguard
9 Island
4 Izzet Guildgate
9 Mountain
3 Negate
4 Pillar of Flame
4 Searing Spear
1 Stitched Drake
Delver and Weird are the win conditions, with ther added bonus that Weird can act as early defense until you can ge control.
Electromancer has been great, you can leave just one mana open for either a counter or burn and keep control. Swinging for two a few times doesn't hurt.
Essense Scatter is in for those threats you can't burn, i.e. hexproof, Angels, etc. I wouldn't counter anything but one of these big threats unless you really have to.
Negates are there mainly for the hexproof decks, even if a threat lands you can kill it with blockers unless they land an aura on it. One blue mana open can take them by surprise.
The burn suite has been changed probably more than anything else in the deck but this is where I'm at right now. Pillars stops undying shenanigans, Spears become Bolts with 'mancers n play. I try to keep the Volleys to the dome if I can, but not afraid of taking out a big critter if I have to.
The draw package is Amass and Gryff's, with the Gryff's siding as a threat.
The lonely Stitched Drake is a test. I don't feel there's enough creatures in the deck to warrant four of but maybe going to two Drakes and two Gryff's is the right choice.
I have played quite a few variants of this list and this is working for me right now.
Open for suggestions, if I've already tried it I will let you know.
The sideboard is
4 Curse of the Pierced Heart vs. mirror & control.
4 Electrickery vs. White Weenie
1 Negate
2 Peel from Reality vs. aura decks
4 Thunderbolts vs. flyers.
Trying out Peels over unsummons just to see how they work out.