The goal of this deck is to mill your opponent till either they have no cards in there library, and or you can hit a Haunting Echoes and get rid of the rest of the deck. This is a Aggressive type that mainly wants to mill you fast rather than counter and control the board.
Reasons for my choices:
Archive Trap: Downright the best most efficient mill card there is, is the key staple of this deck other than Haunting Echoes. Being played for the Trap cost of 0, when they search their Library, Path to Exile or them poping a fetch or another search effect enables this.
Haunting Echoes: Allows this deck to be played pretty much, by the time you could cast it you should have anywhere from 10 or more cards in their graveyard, which in a environment where lots of 2,3, and 4 of's are always running around you are going to hit them hard.
Day Of Judgment: The new ***, well we have to have a sweeper that will clear anything and everything (Minus Regen) and it happens on Turn 4 right before turn 5 when we hit our finisher. Very vital card to survive.
Lethargy Trap: Now this Trap like Archive Trap is being played for its Trap cost, it enables you to handle a mass aggro alpha strike in a sense for only a Single blue mana. They have to swing with 3 or more creatures to enable the trap cost.
Trapmakers Snare: This card is here to go fetch Either Archive Trap or Lethargy Trap for when the situation calls. Also allows us to put in other traps in the SB for some quick fetching.
Mind Funeral: A fantastic mill card that could either hit for 4 or a ton more with a cheap cost of 1UB.
Tome Scour: Mill for 5 for U. Simple mill card.
Hedron Crab: A 0/2 wall with a landfall, that mills for 3, with fetch lands it hits for more. If he sticks til you Haunting echoes by turn 5 he could hit a maximum of 12 milled cards, and more with fetchs.
Path to Exile: a Creature removal for a single W that could enable your Archive Trap if the Choose to search for that land.
Duress: Simple hand disruption for a single B.
Fetch Lands: Played mainly to enable the crabs to hit for more.
Sideboard: Simple and will probably change.
Testing results to come soon.
The goal of this deck is to mill your opponent till either they have no cards in there library, and or you can hit a Haunting Echoes and get rid of the rest of the deck. This is a Aggressive type that mainly wants to mill you fast rather than counter and control the board.
Reasons for my choices:
Archive Trap: Downright the best most efficient mill card there is, is the key staple of this deck other than Haunting Echoes. Being played for the Trap cost of 0, when they search their Library, Path to Exile or them poping a fetch or another search effect enables this.
Haunting Echoes: Allows this deck to be played pretty much, by the time you could cast it you should have anywhere from 10 or more cards in their graveyard, which in a environment where lots of 2,3, and 4 of's are always running around you are going to hit them hard.
Day Of Judgment: The new ***, well we have to have a sweeper that will clear anything and everything (Minus Regen) and it happens on Turn 4 right before turn 5 when we hit our finisher. Very vital card to survive.
Lethargy Trap: Now this Trap like Archive Trap is being played for its Trap cost, it enables you to handle a mass aggro alpha strike in a sense for only a Single blue mana. They have to swing with 3 or more creatures to enable the trap cost.
Trapmakers Snare: This card is here to go fetch Either Archive Trap or Lethargy Trap for when the situation calls. Also allows us to put in other traps in the SB for some quick fetching.
Mind Funeral: A fantastic mill card that could either hit for 4 or a ton more with a cheap cost of 1UB.
Tome Scour: Mill for 5 for U. Simple mill card.
Hedron Crab: A 0/2 wall with a landfall, that mills for 3, with fetch lands it hits for more. If he sticks til you Haunting echoes by turn 5 he could hit a maximum of 12 milled cards, and more with fetchs.
Path to Exile: a Creature removal for a single W that could enable your Archive Trap if the Choose to search for that land.
Duress: Simple hand disruption for a single B.
Fetch Lands: Played mainly to enable the crabs to hit for more.
Testing results to come soon.
not enough removal or creatures to block to defeat aggro decks.
Test it and let us know.
not enough removal or creatures to block to defeat aggro decks.
Test it and let us know.
Ok, Give me a example of what aggro decks are going to be coming so fast that I can not Mill them by turn 5. You guys are not giving any help to building and discussing the deck, just a couple of one liners with no real insight.
Ok, Give me a example of what aggro decks are going to be coming so fast that I can not Mill them by turn 5. You guys are not giving any help to building and discussing the deck, just a couple of one liners with no real insight.
Maybe Goblins, Maybe Vampires. Perhaps you match up against RDW. I don't know... Maybe even Esper Argro... the meta is kind of up in the air... but again if you want to mill them by turn 5 your going to need Haunting Echoes as a 4 of... You can't afford not to draw it.
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Imperial Painter
Maybe Goblins, Maybe Vampires. Perhaps you match up against RDW. I don't know... Maybe even Esper Argro... the meta is kind of up in the air... but again if you want to mill them by turn 5 your going to need Haunting Echoes as a 4 of... You can't afford not to draw it.
You Can technically under favorable conditions, have them just normally milled by turn 5 without a Echoes, Depends how many archive traps you get to trigger, but the main goal is to hit a Echoes. Could cut -3 Duress, add a Haunting Echoes and 2 other cards. Not sure what, Adding in more creatures is pointless as a Day of Judgement is almsot going to happen everytime if possible on turn 4. 2 Doomblade wouldnt hurt, but they would probably be 2 of the highest sided out cards, as Mono bloack is going to be everywhere.
You Can technically under favorable conditions, have them just normally milled by turn 5 without a Echoes, Depends how many archive traps you get to trigger, but the main goal is to hit a Echoes. Could cut -3 Duress, add a Haunting Echoes and 2 other cards. Not sure what, Adding in more creatures is pointless as a Day of Judgement is almsot going to happen everytime if possible on turn 4. 2 Doomblade wouldn't hurt, but they would probably be 2 of the highest sided out cards, as Mono bloack is going to be everywhere.
I don't think you can get that many archive traps to go off by turn 5 reliably, after you trick them once. Even with the trap fetch... they know you have it... so they will reduce searching there library, or run duress... and take your archive traps from you.
Scratch doomblade run Twincast don't have to draw as many archive traps... plus you can respond to things your opponent might try to play to wreck you too.
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Imperial Painter
I don't think you can get that many archive traps to go off by turn 5 reliably, after you trick them once. Even with the trap fetch... they know you have it... so they will reduce searching there library, or run duress... and take your archive traps from you.
Scratch doomblade run Twincast don't have to draw as many archive traps... plus you can respond to things your opponent might try to play to wreck you too.
I did not think about Twincast, Ill cut doomblades and put them all SB and some Purges as well in the sideboard.
To me, it seems like a great start. I am going to try to assemble a proxy and test it tomorrow between matches, as that is what a lot of the people at my LGS do before buying the cards
As for Trapmaker's Snare; I can see this going either way. On one side, they know that you have a certain trap. On the other side, they know you have a certain trap, and as such will try to not do anything to 'trigger' its reduced cost and they can be prepared for it. Overall I'd say it is a good choice, but not sure what others are thinking....
I know you don't have a sideboard, but on the mirror-match, you'll want some alternative to fetchlands, otherwise their trap(s) can be used as well.
To me, it seems like a great start. I am going to try to assemble a proxy and test it tomorrow between matches, as that is what a lot of the people at my LGS do before buying the cards
As for Trapmaker's Snare; I can see this going either way. On one side, they know that you have a certain trap. On the other side, they know you have a certain trap, and as such will try to not do anything to 'trigger' its reduced cost and they can be prepared for it. Overall I'd say it is a good choice, but not sure what others are thinking....
I know you don't have a sideboard, but on the mirror-match, you'll want some alternative to fetchlands, otherwise their trap(s) can be used as well.
Edit: Twincast is a good idea.
Yea, I thought about the fetchlands and the mirror, hedron crab and fetchs could be cut to make sure you dont lose to the mirror as badly.
Hey Arik...I have this cool legacy goblins build...but I dont want it... I think I may throw it in the goodwill bin. oh well..
Anyway,I have always been pretty adaptable when it came to the standard meta...However,this coming season,I dont know if Im brave enough to take something like this into aggroland.
If I were to,my build would look something like this.
3x hedron crab
3x wall of denial
4x archive trap
3x trapmakers snare
3x mind funeral
3x day of judgment
3x path to exile
3x tombscour
2x tramatize
2x haunting echos
2x whiplash trap
4x angelsong
1x twincast
Hey Arik...I have this cool legacy goblins build...but I dont want it... I think I may throw it in the goodwill bin. oh well..
Anyway,I have always been pretty adaptable when it came to the standard meta...However,this coming season,I dont know if Im brave enough to take something like this into aggroland.
If I were to,my build would look something like this.
3x hedron crab
3x wall of denial
4x archive trap
3x trapmakers snare
3x mind funeral
3x day of judgment
3x path to exile
3x tombscour
2x tramatize
2x haunting echos
2x whiplash trap
4x angelsong
1x twincast
SB
3x doomblade
1x day of judgment
3x negate
3x celestial purge
4x duress
1x twincast
Honestly Tyler, I will rape you if you throw away that deck, but I did not even think of Whiplash Trap either. I think Traumitize is a bit overkill and should just be another Haunting echoes or two. Angelsong may be a decent play as well, It did not cross my mind at all.
Esper charm is a must IMO.
It draws you mill cards and helps you get 5 mana for haunting (which seems kindof important)
Needs 4 judgements and atleast 2 walls (preferably denials)
You can take out tome scours and lethargy trap; they're bad.
Esper charm may be a good choice, but I would rather Mind Funeral on turn 3. Im going to test it, Tome Scour and Lethargy trap are very efficent for what they do atm, It will be tested and If I like the results more id cut them.
[QUOTE=ariktipton87;/comments/2631903]Honestly Tyler, I will rape you if you throw away that deck, but I did not even think of Whiplash Trap either. I think Traumitize is a bit overkill and should just be another Haunting echoes or two. Angelsong may be a decent play as well, It did not cross my mind at all.
Though it is just my opinion,tramatize seems a heck of a lot faster than just willy-nilly-milling your opponent,especially when he is dropping stuff like bloodbraids,leeches,goblins and baneslayer ****s. Though my version is more combo(ish) than mill,the end result is the same. Mill + Echo's = bad day on the farm. I remember(though not fondly)the days of Invasion/Odyssey block..when Tramatize + Echo's was the new hip thing. You got chanted...then you got tramatized. When they were done toying around,you got a fat,black haunting echo's right in the......well,you know. Like I said,that combo takes the cow,the chicken AND the pig. Bad day on the farm.
if you can run double white, you might add in someBaneslayer Angel.
ok this is honestly bothering me, just becuase the deck has white DOESNT MEAN IT NEEDS BANESLAYER ANGEL. it has no synergy with the deck and will slow it down alot.
people think about the WHAT THE DECK IS DOING, not what cards seemed to be shoe-horned in to every single deck.
now that im done with my mini-rant, i think this deck needs more card draw, i often find myself with nothing to do after a few cards. maybe something like Jace since his +2 and his final both help, or maybe sign in blood, though im a little iffy on that one
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RURuneflareUR
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decks im working on
T2: nothing
Thanks to Numotflame96 at Maelstrom Graphics for the sig
ok this is honestly bothering me, just becuase the deck has white DOESNT MEAN IT NEEDS BANESLAYER ANGEL. it has no synergy with the deck and will slow it down alot.
people think about the WHAT THE DECK IS DOING, not what cards seemed to be shoe-horned in to every single deck.
now that im done with my mini-rant, i think this deck needs more card draw, i often find myself with nothing to do after a few cards. maybe something like Jace since his +2 and his final both help, or maybe sign in blood, though im a little iffy on that one
I have done some testing:
Naya aggro
2-2
GB aggro
1-0
Gx Aggro
1-0
UW control
1-0
RW Control
1-2
Need more removal, and either card draw. Hedron crab is a champ early game with multiple fetchs.
I'm really not sold on Trapmaker's Snare. If it goes in for anything it will be Tome Scour, for sure. Everything else I like a lot. Ponder is brilliant, digs for that Judgement or that last few cards of mill, makes an excellent first turn play, smooths out land drops... just way too broadly useful not to go in.
I wish there was another card that could force your opponent to search their library... Path's 'may' clause has actually prevented me from using the trap on multiple occasions. Of course, again, that's with a playtest group that knows every card in the deck before the game starts.
4 Celestial Purge
4 Negate
4 Angelsong
3 ???
still thinking about MD. Esper charm. i really like the "draw 2 cards" effect & certainly do not want to use Divination
4 Celestial Purge
4 Negate
4 Angelsong
3 ???
still thinking about MD. Esper charm. i really like the "draw 2 cards" effect & certainly do not want to use Divination
Yea the 3 colo cost sucks but the instant speed draw is the key.
im loving this deck so much....6-1 on mws....ponder is a great addition. right now, im only using archive trap. The others may be in the sb, but for now, Im satisfied w/o them.
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The goal of this deck is to mill your opponent till either they have no cards in there library, and or you can hit a Haunting Echoes and get rid of the rest of the deck. This is a Aggressive type that mainly wants to mill you fast rather than counter and control the board.
4 Hedron Crab
Spells: (32)
4 Archive Trap
4 Trapmaker's Snare
4 Mind Funeral
4 Day Of Judgment
4 Path To Exile
2 Lethargy Trap
4 Haunting Echoes
2 Twincast
4 Tome Scour
4 Marsh Flats
4 Misty Rainforest/Scalding Tran
3 Glacial Fortress
3 Drowned Catacomb
2 Plains
2 Swamp
6 Island
4 Doomblade
2 Wall Of Denial
2 Spell Pierce
2 Negate
2 Esscence Scatter
3 Celestial Purge
Reasons for my choices:
Archive Trap: Downright the best most efficient mill card there is, is the key staple of this deck other than Haunting Echoes. Being played for the Trap cost of 0, when they search their Library, Path to Exile or them poping a fetch or another search effect enables this.
Haunting Echoes: Allows this deck to be played pretty much, by the time you could cast it you should have anywhere from 10 or more cards in their graveyard, which in a environment where lots of 2,3, and 4 of's are always running around you are going to hit them hard.
Day Of Judgment: The new ***, well we have to have a sweeper that will clear anything and everything (Minus Regen) and it happens on Turn 4 right before turn 5 when we hit our finisher. Very vital card to survive.
Lethargy Trap: Now this Trap like Archive Trap is being played for its Trap cost, it enables you to handle a mass aggro alpha strike in a sense for only a Single blue mana. They have to swing with 3 or more creatures to enable the trap cost.
Trapmakers Snare: This card is here to go fetch Either Archive Trap or Lethargy Trap for when the situation calls. Also allows us to put in other traps in the SB for some quick fetching.
Mind Funeral: A fantastic mill card that could either hit for 4 or a ton more with a cheap cost of 1UB.
Tome Scour: Mill for 5 for U. Simple mill card.
Hedron Crab: A 0/2 wall with a landfall, that mills for 3, with fetch lands it hits for more. If he sticks til you Haunting echoes by turn 5 he could hit a maximum of 12 milled cards, and more with fetchs.
Path to Exile: a Creature removal for a single W that could enable your Archive Trap if the Choose to search for that land.
Duress: Simple hand disruption for a single B.
Fetch Lands: Played mainly to enable the crabs to hit for more.
Sideboard: Simple and will probably change.
Testing results to come soon.
Thanks to Rising Studios!
__________________
My Trade Thread: http://forums.mtgsalvation.com/showthread.php?t=179137
"Wizards could put $100 bills in packs and people would complain about how they were folded."
In Memory of Dr. Jeebus. Banned, but not forgotten.
I think you would be better off running Wall of Denial's over the crab... and same with Lethargy trap... just run control. IMO.
[Legacy]
ANT
Imperial Painter
You are not going for control, read the small little primer up there. You want to mill them as fast as you can before turn 5.
Thanks to Rising Studios!
__________________
My Trade Thread: http://forums.mtgsalvation.com/showthread.php?t=179137
"Wizards could put $100 bills in packs and people would complain about how they were folded."
In Memory of Dr. Jeebus. Banned, but not forgotten.
not enough removal or creatures to block to defeat aggro decks.
Test it and let us know.
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
Ok, Give me a example of what aggro decks are going to be coming so fast that I can not Mill them by turn 5. You guys are not giving any help to building and discussing the deck, just a couple of one liners with no real insight.
Thanks to Rising Studios!
__________________
My Trade Thread: http://forums.mtgsalvation.com/showthread.php?t=179137
"Wizards could put $100 bills in packs and people would complain about how they were folded."
In Memory of Dr. Jeebus. Banned, but not forgotten.
Maybe Goblins, Maybe Vampires. Perhaps you match up against RDW. I don't know... Maybe even Esper Argro... the meta is kind of up in the air... but again if you want to mill them by turn 5 your going to need Haunting Echoes as a 4 of... You can't afford not to draw it.
[Legacy]
ANT
Imperial Painter
You Can technically under favorable conditions, have them just normally milled by turn 5 without a Echoes, Depends how many archive traps you get to trigger, but the main goal is to hit a Echoes. Could cut -3 Duress, add a Haunting Echoes and 2 other cards. Not sure what, Adding in more creatures is pointless as a Day of Judgement is almsot going to happen everytime if possible on turn 4. 2 Doomblade wouldnt hurt, but they would probably be 2 of the highest sided out cards, as Mono bloack is going to be everywhere.
Thanks to Rising Studios!
__________________
My Trade Thread: http://forums.mtgsalvation.com/showthread.php?t=179137
"Wizards could put $100 bills in packs and people would complain about how they were folded."
In Memory of Dr. Jeebus. Banned, but not forgotten.
I'd run Doomblade but be prepared to side it with Celestial Purge.
I don't think you can get that many archive traps to go off by turn 5 reliably, after you trick them once. Even with the trap fetch... they know you have it... so they will reduce searching there library, or run duress... and take your archive traps from you.
Scratch doomblade run Twincast don't have to draw as many archive traps... plus you can respond to things your opponent might try to play to wreck you too.
[Legacy]
ANT
Imperial Painter
I did not think about Twincast, Ill cut doomblades and put them all SB and some Purges as well in the sideboard.
Thanks to Rising Studios!
__________________
My Trade Thread: http://forums.mtgsalvation.com/showthread.php?t=179137
"Wizards could put $100 bills in packs and people would complain about how they were folded."
In Memory of Dr. Jeebus. Banned, but not forgotten.
Milling 26 for UU sounds good to me.
[Legacy]
ANT
Imperial Painter
As for Trapmaker's Snare; I can see this going either way. On one side, they know that you have a certain trap. On the other side, they know you have a certain trap, and as such will try to not do anything to 'trigger' its reduced cost and they can be prepared for it. Overall I'd say it is a good choice, but not sure what others are thinking....
I know you don't have a sideboard, but on the mirror-match, you'll want some alternative to fetchlands, otherwise their trap(s) can be used as well.
Edit: Twincast is a good idea.
Yea, I thought about the fetchlands and the mirror, hedron crab and fetchs could be cut to make sure you dont lose to the mirror as badly.
Thanks to Rising Studios!
__________________
My Trade Thread: http://forums.mtgsalvation.com/showthread.php?t=179137
"Wizards could put $100 bills in packs and people would complain about how they were folded."
In Memory of Dr. Jeebus. Banned, but not forgotten.
Anyway,I have always been pretty adaptable when it came to the standard meta...However,this coming season,I dont know if Im brave enough to take something like this into aggroland.
If I were to,my build would look something like this.
3x hedron crab
3x wall of denial
4x archive trap
3x trapmakers snare
3x mind funeral
3x day of judgment
3x path to exile
3x tombscour
2x tramatize
2x haunting echos
2x whiplash trap
4x angelsong
1x twincast
4x marsh flats
4x misty rainforest
3x glacial fortress
3x drowned catacomb
2x plains
2x swamp
6x island.
SB
3x doomblade
1x day of judgment
3x negate
3x celestial purge
4x duress
1x twincast
It draws you mill cards and helps you get 5 mana for haunting (which seems kindof important)
Needs 4 judgements and atleast 2 walls (preferably denials)
You can take out tome scours and lethargy trap; they're bad.
Honestly Tyler, I will rape you if you throw away that deck, but I did not even think of Whiplash Trap either. I think Traumitize is a bit overkill and should just be another Haunting echoes or two. Angelsong may be a decent play as well, It did not cross my mind at all.
Esper charm may be a good choice, but I would rather Mind Funeral on turn 3. Im going to test it, Tome Scour and Lethargy trap are very efficent for what they do atm, It will be tested and If I like the results more id cut them.
Thanks to Rising Studios!
__________________
My Trade Thread: http://forums.mtgsalvation.com/showthread.php?t=179137
"Wizards could put $100 bills in packs and people would complain about how they were folded."
In Memory of Dr. Jeebus. Banned, but not forgotten.
Though it is just my opinion,tramatize seems a heck of a lot faster than just willy-nilly-milling your opponent,especially when he is dropping stuff like bloodbraids,leeches,goblins and baneslayer ****s. Though my version is more combo(ish) than mill,the end result is the same. Mill + Echo's = bad day on the farm. I remember(though not fondly)the days of Invasion/Odyssey block..when Tramatize + Echo's was the new hip thing. You got chanted...then you got tramatized. When they were done toying around,you got a fat,black haunting echo's right in the......well,you know. Like I said,that combo takes the cow,the chicken AND the pig. Bad day on the farm.
GW Aggro
special thanks to sentimentgx4 for the sig
Pourquoi?
ok this is honestly bothering me, just becuase the deck has white DOESNT MEAN IT NEEDS BANESLAYER ANGEL. it has no synergy with the deck and will slow it down alot.
people think about the WHAT THE DECK IS DOING, not what cards seemed to be shoe-horned in to every single deck.
now that im done with my mini-rant, i think this deck needs more card draw, i often find myself with nothing to do after a few cards. maybe something like Jace since his +2 and his final both help, or maybe sign in blood, though im a little iffy on that one
I have done some testing:
Naya aggro
2-2
GB aggro
1-0
Gx Aggro
1-0
UW control
1-0
RW Control
1-2
Need more removal, and either card draw. Hedron crab is a champ early game with multiple fetchs.
Thanks to Rising Studios!
__________________
My Trade Thread: http://forums.mtgsalvation.com/showthread.php?t=179137
"Wizards could put $100 bills in packs and people would complain about how they were folded."
In Memory of Dr. Jeebus. Banned, but not forgotten.
My current list, doing fairly well, although my test group has been running some random horse**** lately.
4 Tome Scour
4 Mind Funeral
4 Archive Trap
2 Haunting Echoes
4 Day of Judgement
4 Path to Exile
4 Ponder
3 Jace Beleren
2 Twincast
4 Marsh Flats
1 Jwar Isle Refuge
1 Seriji Refuge
3 Glacial Fortress
2 Drowned Catacomb
5 Island
3 Plains
2 Swamp
4 Esper Charm
4 Celestial Purge
4 Negate
3 Ravenous Trap
I'm really not sold on Trapmaker's Snare. If it goes in for anything it will be Tome Scour, for sure. Everything else I like a lot. Ponder is brilliant, digs for that Judgement or that last few cards of mill, makes an excellent first turn play, smooths out land drops... just way too broadly useful not to go in.
I wish there was another card that could force your opponent to search their library... Path's 'may' clause has actually prevented me from using the trap on multiple occasions. Of course, again, that's with a playtest group that knows every card in the deck before the game starts.
4 Archive Trap
4 Mind Funeral
4 Path to Exile
4 Ponder
4 Day of Judgement
3 Twincast
4 Esper Charm
2 Haunting Echoes
4 Arcane Sanctum
4 Marsh Flats
3 Glacial Fortress
2 Drowned Catacombs
6 Islands
3 Plains
2 Swamps
Sideboard: still working on it
4 Celestial Purge
4 Negate
4 Angelsong
3 ???
still thinking about MD. Esper charm. i really like the "draw 2 cards" effect & certainly do not want to use Divination
Sword of feast and famine FAIL responses
"How can we make a future if we don't try our hardest?"
-Monkey D. Luffy
Playing:
Modern:
BGR JUND RGB
Legacy:
URU/R Delver RU
Yea the 3 colo cost sucks but the instant speed draw is the key.
Thanks to Rising Studios!
__________________
My Trade Thread: http://forums.mtgsalvation.com/showthread.php?t=179137
"Wizards could put $100 bills in packs and people would complain about how they were folded."
In Memory of Dr. Jeebus. Banned, but not forgotten.
6 Island
4 Arcane Sanctum
4 Marsh Flats
4 Glacial Fortress
2 Drowned Catacomb
2 Plains
2 Swamp
Instant
4 Esper Charm
4 Path to Exile
4 Trapmaker's Snare
4 Archive Trap
3 Twincast
2 Mindbreak Trap
2 Arrow Volley Trap
1 Whiplash Trap
4 Day of Judgment
4 Mind Funeral
2 Hauting Echoes
Planeswalker
2 Jace Beleren
4 Spell Pierce
4 Negate
4 Infest
3 Ravenous Trap
Looks fun.