I've seen some older scepter decks like scepter chant whilst browsing through archived wizards articles and found them to be pretty entertaining. I wanted to create an effective and consistent lockdown deck based around those ideas. The deck I have now lacks the ability to effectively win once it has lockdown the game, but by turn three seems to consistently lockdown the game. Any help would be appreciated.
The voltaic key is great in theory but I might cut it because I'm already paying two for a one mana spell and voltaic makes that three. It starts to feel inefficient to play the key and I generally don't have enough mana. Elixir could make a pretty good one of because this deck does tend to almost mill itself out a lot. Thanks for the suggestion.
Stirring Wildwood definitely gets there, you can get it with Ancient Stirrings too. I'd cut the Ascensions and the Keys for something else, maybe more removal. Another elixir too which you can search up off Stirrings.
Thanks for the tip on rebuff the wicked. I don't know how I didn't think about that. I think man lands make for a win condition, but I don't know how efficient that would be. I agree on taking out key I'm going to do that tonight. I'll add the Elixir too. Do you think one or two copies? I also want to play around with new removal tonight to see how I do. I'll post results and a new decklist either tonight or tomorrow.
Here's the deck I'm gonna take for a spin tonight. If anyone has some last minute suggestions before I playtest, now would be the time. I'll post results after every match.
Beat mono-blue control 2-0 in match 1.
It wasn't really a hard game.
I locked them out with silence game 1 and slowly beat them to death with a man land.
I killed two win conditions with a scepter on path game 2 and then beat them with the man land again because they didn't have a sufficient answer except some removal which was answered by Rebuff the Wicked.
Beat RB splinter 2-1 in match 2
This one was pretty close.
I resolved a dispatch under scepter in game 1 and tapped down their pestermite for a while until I hit three artifacts and just started exiling every creature to hit the board.
I just got combo-ed out to quickly game 2. Tip to self don't keep a hand without scepter or stirrings because its much harder without it.
I was behind out of the gates game 3, but I hit a fog and prevented the damage from the infinite tokens. I killed their creature next turn and bye-bye went the splinter twin. I locked it down after that.
Lost to RG burn 2-0 in match 3
I don't know how to win this matchup
Game 1 had a LOT of dead cards for me. What seemed like an almost perfect hand turned out pretty bad for this match and I lost to direct damage, because I don't have a way to prevent it.
Game 2 I had an almost new deck with 4 of leyline and 4 of angel's grace. My turn 1 leyline was naturalized fairly quickly and my scepter got smashed to smithereens. This game lasted a little longer but not much.
Tonight's matches proved the strengths of the deck,but reminded me of the weakness I wanted help with. How does this deck beat burn?
Burn will have destructive revalies for leyline amd they will bring them in when they see sceptor. Also they can respond to iscron activation with angel's grace on it. I suggest you use timely reinforcements instead of leyline. Perhaps have enough side cards to be able to cut silence and sceptor.
Thanks so much. Timely reinforcements is definitely going in the SB. Any other sideboard suggestions against burn? Any angles to the matchup I'm missing for game 1?
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4 Isochron Scepter
3 Howling Mine
4 Voltaic Key
Enchantments
4 Luminarch Ascension
4 Fog
4 Silence
3 Ancient Stirrings
4 Avoid Fate
4 Wrath of God
4 Path to Exile
4 Razorverge Thicket
4 Windswept Heath
6 Forest
8 Plains
I also need a better draw engine than howling mine. Any ideas?
EDIT: newer decklists are posted below
Currently Playing:
Multiplayer EDH Lists (click italics for a link to the thread!)
[Primer] Lord of Tresserhorn - Don't Tell Me What I Can't Do[Primer] Roon of the Hidden Realm - Rhino Blink
5 Color Tribal Guide (Slivers, Atogs, Allies, Spirits)
Also Playing (most decklists can be found on my profile)
MarathGeistKamahlGrenzoBolasThassaGitrog
PiratesZurVial Smasher&ThrasiosYennettJhoira(cEDH)Strix(Pauper)
Legacy: Maverick
Modern:
Melira PodRIP 1/19/15GWHatebearsStirring Wildwood definitely gets there, you can get it with Ancient Stirrings too. I'd cut the Ascensions and the Keys for something else, maybe more removal. Another elixir too which you can search up off Stirrings.
"...a talisman against all evil, so long as you obey me."
1 Elixir of Immortality
2 Howling Mine
3 Ancient Stirrings
4 Isochron Scepter
Controlling Spells
4 Wrath of God
4 Path to Exile
4 Rebuff the Wicked
2 Dispatch
2 Sunlance
2 Celestial Flare
4 Fog
4 Silence
4 Razorverge Thicket
4 Windswept Heath
5 Forest
7 Plains
4 Stirring Wildwood
It wasn't really a hard game.
I locked them out with silence game 1 and slowly beat them to death with a man land.
I killed two win conditions with a scepter on path game 2 and then beat them with the man land again because they didn't have a sufficient answer except some removal which was answered by Rebuff the Wicked.
Beat RB splinter 2-1 in match 2
This one was pretty close.
I resolved a dispatch under scepter in game 1 and tapped down their pestermite for a while until I hit three artifacts and just started exiling every creature to hit the board.
I just got combo-ed out to quickly game 2. Tip to self don't keep a hand without scepter or stirrings because its much harder without it.
I was behind out of the gates game 3, but I hit a fog and prevented the damage from the infinite tokens. I killed their creature next turn and bye-bye went the splinter twin. I locked it down after that.
Lost to RG burn 2-0 in match 3
I don't know how to win this matchup
Game 1 had a LOT of dead cards for me. What seemed like an almost perfect hand turned out pretty bad for this match and I lost to direct damage, because I don't have a way to prevent it.
Game 2 I had an almost new deck with 4 of leyline and 4 of angel's grace. My turn 1 leyline was naturalized fairly quickly and my scepter got smashed to smithereens. This game lasted a little longer but not much.
Tonight's matches proved the strengths of the deck,but reminded me of the weakness I wanted help with. How does this deck beat burn?