Well, I'm building this here deck for casual play with friends, and of course you're probably gonna look at it and be like "Wow, wtf were you thinking?" but honestly I'm just trying to see if people would agree that it is well built, (For the most part) or possibly get some ideas on how to possibly IMPROVE it, without taking out some of the better cards. Also, I might add a question as to how a card works after the card tag.... 'Cause I'm not totally sure if my intentions to use certain things will work x;!
Redirect x4 Can you use this on a creature? - You mean redirect a creature that someone is casting to come into play on your side? I don't think the card can be used that way Plasm Capture x2 Does this cause mana burn? - Nope, mana burn doesn't exist anymore
PRETTY MUCH, yeah x;! and it's kinda geared towards team play and MAYBE a 4 way free for all
The strategic value of counterspells is inversely purportional to the number of opponents, or at least that's the case in a counter centric deck.
The basic narrative of a counter control deck is to trade their spells 1 for 1, and then draw cards from other means. This strategy falls apart in f4a due to what economists call positive externalities, ie you doing something benefits everyone. The short explanation of how this works against you is something like this: when you counter a creature you must do so without the knowledge of who it will end up being used against, so you might be countering a creature that was not an immediate threat to you, and in so doing you have spent one card, and the other guy has spent one card, but everyone else spent no cards, thus generating virtual card advantage for them. Otoh the player with instant speed killspells only has to spend cards on what's attacking him. This factor is combined with the fact that you won't have enough counters to counter 2+ players worth of stuff means you will have to let more things slide, which makes you more vulnerable. In most games the lack of serious board presence on the part of counter control decks is not a major issue, however in f4a board position is far more crucial as it can scare off/deal with assaults with a greater chance of favorable trade. This is why it is the province of midrange and ramp decks, since they are decks who's primary goal is assembling board presence. You can still play politics and come out ahead that way, but that has little to do with the quality of your deck, and everything to do with diplomacy. If you have the kill to. Sometimes win through politicking, having a deck better suited to the environment is still another edge worth having, always bring a gun to a knife fight.
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[card]
Redirect[/card] x4 Can you use this on a creature?
Plasm Capture x2 Does this cause mana burn?
Omniscience x1
Psychic Spiral x2 Is it MORE or LESS efficient to run two of these?
Counterflux x2
Rhystic Tutor x4 * Is there a better tutor for a similar price?
Fall of the Gavel x4
Mindstatic x4
Render Silent x4 *
Blue Sun's Zenith x2
Urban Evolution x2 is there any other card similar to this? I don't plan on running basic lands, so this is the best I could find....
Blightsteel Colossus x1 Does this creature synergize well with the rest of the deck?
Devastation Tide x3
Supreme Verdict x3
Propaganda x1 is one enough for my purpose? Should I have MORE?
Platinum Angel x1
Mindbreak Trap x2 Do you find this efficient enough?
Simic Growth Chamber x2
Azorius Chancery x2
Dimir Aqueduct x2
Izzet Boilerworks x2
Rhystic Cave x3 Is there a card with this same effect without a counter to it controlled by an opponent? (pay 1) I know I have others, but I feel that I need more like THIS one...
Rupture Spire x4
Transguild Promenade x3
Reliquary Tower x2 Does this work well with the deck I built?
Anyways, thanks for reading! tell me what you think?
Plasm Capture x2 Does this cause mana burn? - Nope, mana burn doesn't exist anymore
1 Platinum Angel
1 Blightsteel Colossus
Instant (26)
4 Redirect
2 Blue Sun's Zenith
2 Counterflux
4 Render Silent
2 Mindbreak Trap
4 Mindstatic
2 Plasm Capture
4 Fall of the Gavel
2 Psychic Spiral
4 Rhystic Tutor
3 Supreme Verdict
3 Devastation Tide
2 Urban Evolution
Enchantment (2)
1 Propaganda
1 Omniscience
Land (20)
2 Azorius Chancery
2 Dimir Aqueduct
2 Izzet Boilerworks
2 Reliquary Tower
3 Rhystic Cave
4 Rupture Spire
2 Simic Growth Chamber
3 Transguild Promenade
So, what exactly is your win condition here? Do you plan to simply counter absolutely everything until you get one of your two creatures out?
Current EDH decks:
WBG Doran, the Siege Tower (I Like Big Butts)
URG Surrak Dragonclaw (Guttural Response)
UG Ezuri, Claw of Progress (Phyrexia's Claw)
BR Kaervek the Merciless (Keep Kaervek Alive)
BG Ishkanah, Grafwidow (Descend into Delirium)
W Eight-and-a-Half-Tails (Mark 8.5)
U Thassa, God of the Sea (Here There Be Monsters)
PRETTY MUCH, yeah x;! and it's kinda geared towards team play and MAYBE a 4 way free for all
The strategic value of counterspells is inversely purportional to the number of opponents, or at least that's the case in a counter centric deck.
The basic narrative of a counter control deck is to trade their spells 1 for 1, and then draw cards from other means. This strategy falls apart in f4a due to what economists call positive externalities, ie you doing something benefits everyone. The short explanation of how this works against you is something like this: when you counter a creature you must do so without the knowledge of who it will end up being used against, so you might be countering a creature that was not an immediate threat to you, and in so doing you have spent one card, and the other guy has spent one card, but everyone else spent no cards, thus generating virtual card advantage for them. Otoh the player with instant speed killspells only has to spend cards on what's attacking him. This factor is combined with the fact that you won't have enough counters to counter 2+ players worth of stuff means you will have to let more things slide, which makes you more vulnerable. In most games the lack of serious board presence on the part of counter control decks is not a major issue, however in f4a board position is far more crucial as it can scare off/deal with assaults with a greater chance of favorable trade. This is why it is the province of midrange and ramp decks, since they are decks who's primary goal is assembling board presence. You can still play politics and come out ahead that way, but that has little to do with the quality of your deck, and everything to do with diplomacy. If you have the kill to. Sometimes win through politicking, having a deck better suited to the environment is still another edge worth having, always bring a gun to a knife fight.