I am turning my prerelease deck into a Type P deck, a kind of sealed deck for ante, and I would appreciate advice for cutting the last couple of cards. The short story is: 5 packs, only 6 of each basic land type. Anyway, I got down to 25 cards, but I can't cut the last two. It may be worth noting that decks can come from any combination of sets, so it is unlikely I will be playing against Scars opponents.
I played it as black/green poison in the prerelease, but I have a lot of aggressive equipment and creatures, and I think I should take advantage of that. I would love to live the dream of Throne of Geth on Prototype Portal, but that seems like a bit of a long shot.
IMO cut the ferrovore, barrage ogre, and memnites for:
Bloodshot trainee (amazing if you activate it)
Golem Artisan (uses all your mana, no better card to rip off the top turn 10 or whatever)
Bladed pinions
Strider harness (or bladed pinions depending on how you feel after actually playing. Bladed pinions can be gamebreaking, flying and first strike are excellent in limited.)
Any reason to keep the vampires? They don't seem very viable at all.
If metalcraft is enabled they are excellent. It's like they come with a free corrupt targeting the opponent's dome for 4. It's an excellent life swing, and just wrecks races.
If metalcraft is enabled they are excellent. It's like they come with a free corrupt targeting the opponent's dome for 4. It's an excellent life swing, and just wrecks races.
This, exactly. Scars has a ton of lifegain, and against anything except poison, this deck should be very annoying to kill.
Re: Bloodshot Trainee: How likely does it have to be to activate it before it is good? I have 2 pieces of equipment that turn it on by themselves, and 2 more that can turn it on if they are both out, which seems unlikely.
Re: Golem Artisan: I agree that it is a great manasink, and can dominate late games, but if I cut the Memnites for it, my pumping targets go down to a couple of guys that already fly and a chrome steed (I am assuming Precursor Golem effectively reads "Target opponent discards removal"). Considering the number of artifacts, doesnt barrage ogre act as a more effective late game reach?
Re: Bladed Pinions. Lots of people mention this. I will give it a shot.
This, exactly. Scars has a ton of lifegain, and against anything except poison, this deck should be very annoying to kill.
Re: Bloodshot Trainee: How likely does it have to be to activate it before it is good? I have 2 pieces of equipment that turn it on by themselves, and 2 more that can turn it on if they are both out, which seems unlikely.
It being active is a straight up bomb. Think about how good prodigal pyromancer is, then multiply by 4. If they don't have removal the game is over.
Re: Golem Artisan: I agree that it is a great manasink, and can dominate late games, but if I cut the Memnites for it, my pumping targets go down to a couple of guys that already fly and a chrome steed (I am assuming Precursor Golem effectively reads "Target opponent discards removal"). Considering the number of artifacts, doesnt barrage ogre act as a more effective late game reach?
cool thing about shades is you only need one to end the game ; )
I think barrage ogre was a little underwhelming without multiple spellbombs. I'd rather have the golem for reach.
Re: Bladed Pinions. Lots of people mention this. I will give it a shot.
I had two in my sealed deck and they were probably solely responsible for at least two game wins. Also, goblin gaveleer + pinions is ridiculous. First strike flample 3/1 that can be active turn 3? Yes please. Add any more equipment and it just gets silly.
+1 Golem Artisan
+1 Bloodshot Trainee
+1 Contagion Clasp/Bladed Pinions, it's up to you.
And of course drop all the forests and play more mountains/swamps. Your curve is quite high but you have a lot of removal and decent enough early early drops that you should be alright. Geth is kind of insane.
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I am turning my prerelease deck into a Type P deck, a kind of sealed deck for ante, and I would appreciate advice for cutting the last couple of cards. The short story is: 5 packs, only 6 of each basic land type. Anyway, I got down to 25 cards, but I can't cut the last two. It may be worth noting that decks can come from any combination of sets, so it is unlikely I will be playing against Scars opponents.
2 Memnite
1 Goblin Gaveleer
1 Carapace Forger
1 Ferrovore
2 Snapsail Glider
1 Moriok Replica
1 Chrome Steed
1 Precursor Golem
1 Barrage Ogre
2 Bleak Coven Vampires
1 Geth, Lord of the Vault
1 Darksteel Axe
2 Sylvok Lifestaff
1 Infiltration Lens
1 Barbed Battlegear
Removal
1 Galvanic Blast
1 Arc Trail
2 Grasp of Darkness
1 Turn to Slag
1 Contagion Engine
6 Swamps
6 Mountains
5 Forests
1 Prototype Portal
1 Strider Harness
1 Trigon of Infestation
1 Throne of Gesh
1 Golem Artisan
2 Bladed Pinions
2 Origin Spellbomb
1 Accorder's Shield
1 Contagion Clasp
1 Lumengrid Drake
1 Darkslick Drake
1 Plated Seastrider
1 Neurok Invisimancer
White
1 Salvage Scout
1 Sunspear Shikari
1 Ghalma's Warden
1 Carrion Call
1 Cystbearer
1 Untamed Might
Black
1 Tainted Strike
1 Plague Stinger
1 Blackcleave Goblin
Red
1 Bloodshot Trainee
Any advice appreciated.
Bloodshot trainee (amazing if you activate it)
Golem Artisan (uses all your mana, no better card to rip off the top turn 10 or whatever)
Bladed pinions
Strider harness (or bladed pinions depending on how you feel after actually playing. Bladed pinions can be gamebreaking, flying and first strike are excellent in limited.)
"When you look into the eyes of a man grown old,
wonder about the secrets gone untold.
When you look into the eyes of a young child,
marvel at the innocence running wild."
If metalcraft is enabled they are excellent. It's like they come with a free corrupt targeting the opponent's dome for 4. It's an excellent life swing, and just wrecks races.
This, exactly. Scars has a ton of lifegain, and against anything except poison, this deck should be very annoying to kill.
Re: Bloodshot Trainee: How likely does it have to be to activate it before it is good? I have 2 pieces of equipment that turn it on by themselves, and 2 more that can turn it on if they are both out, which seems unlikely.
Re: Golem Artisan: I agree that it is a great manasink, and can dominate late games, but if I cut the Memnites for it, my pumping targets go down to a couple of guys that already fly and a chrome steed (I am assuming Precursor Golem effectively reads "Target opponent discards removal"). Considering the number of artifacts, doesnt barrage ogre act as a more effective late game reach?
Re: Bladed Pinions. Lots of people mention this. I will give it a shot.
It being active is a straight up bomb. Think about how good prodigal pyromancer is, then multiply by 4. If they don't have removal the game is over.
cool thing about shades is you only need one to end the game ; )
I think barrage ogre was a little underwhelming without multiple spellbombs. I'd rather have the golem for reach.
I had two in my sealed deck and they were probably solely responsible for at least two game wins. Also, goblin gaveleer + pinions is ridiculous. First strike flample 3/1 that can be active turn 3? Yes please. Add any more equipment and it just gets silly.
Cuts I would make:
- 1 Carapace Forger
- 2 Memnites
- 2 Sylvok Lifestaff
+1 Golem Artisan
+1 Bloodshot Trainee
+1 Contagion Clasp/Bladed Pinions, it's up to you.
And of course drop all the forests and play more mountains/swamps. Your curve is quite high but you have a lot of removal and decent enough early early drops that you should be alright. Geth is kind of insane.