wafo-tapa have only 3 time walks and may be it is best count.
also im testing:
- 5 timewalks
- 2 extra combat steps(seize and waves looks better that others)
- manarocks
- armageddon
- decree of silence
may be it is wrong, dont know.
my problems :
- some times counterspells and wrath isnt in my hand
- im hate taplands... but havent duallands
- some times im cant remove blocker for narset(havent pte or pass, havent drawspells, narset trigger in lands)
Why run planeswalkers when you can just stack your deck with Proteus Staff, set up some time walks and extra attack steps, and make her unblockable (if necessary)? She can easily kill three opponents, more if you include shuffle effects to reuse all the casted cards so you don't deck yourself. With one opponent, all you need to do is 21 damage.
Why run planeswalkers when you can just stack your deck with Proteus Staff, set up some time walks and extra attack steps, and make her unblockable (if necessary)? She can easily kill three opponents, more if you include shuffle effects to reuse all the casted cards so you don't deck yourself. With one opponent, all you need to do is 21 damage.
Because Planeswalkers are more consistent. You're wasting time searching for one exact card so you can arrange your entire deck, and that card costs 3 mana to drop and another 3 mana to use. So many opportunity's to remove/counter it. And if they somehow tuck your Narset then you are dead in the water.
At least with the Walker strategy you still run a ton of removal, and very powerful walkers.
Why not both? You are right it's expensive, but it's hard to remove in time and if Narset is tucked the Staff is one of the few ways to get her back. If you play it and instantly tap it your opponent will have no way to respond since Narset has hexproof. With a few token producers like Elspeth and Kher Keep or steal effects Proteus Staff can be used to find Narset if tucked. Don't forget you can use it on your opponents creatures too!
It honestly just feels like a wasted card slot if you mush them both together, If you're doing a walker strat you run tons of counters and removal, if you're running a Proteus strat then you run a bunch of extra combats, extra turns, and tutors.
saw Demonic Tournament Commander on mtg top8
narset list is interest, more timewalks and some other walkers, that do u think about?
The time walks and plainswalkers are good looking, but he seems to have to many fluffy draw spells. Cards like Opportunity don't really seem worth it. Also the Jeskai enchantment is a weird choice. if he wants to dig, I'd just add scrollrack.
im new in duel commander and pick a Wafo-tapa control-like narset, but there are no many lists and tournament reports with Narset, so i cant choose a right deck list.
how competetive duel narset is? especialy a control variant? is it need a manarocks?
Most people do it all wrong.
Your goal should be to spend the first 6/7 turns with hyper efficient counter spells and draw spells for example Mana Leak and Treasure Cruise (and many many more). Along with some choice removal/field wipes.
You spend the first part of the game keeping the board clear and drawing cards. Then come turn 6 if you feel safe, cast Narset. if you don't feel safe, don't cast her and build up mana for counter spells. If you Make it to 6 mana, and they stop doing things in anticipation of mass removal, or keeping mana for a counter spell, then it's your game, you gain much more then them in a game where nobody does anything.
Then once you get narset into play you make sure the path is cleared thanks to your previous counter spells, and strong removal spells like Path, you then swing, and aim to drop Planeswalker cards,time walks, and draw spells. Planeswalkers will win you the game.
When you put a lot of counters in the deck, won't it clog in your Narset's ability to cast something more relevant? Or do you have something to ensure that does not happen, especially since you think that Proteus Staff is a win more card?
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my list:
1x Adarkar Wastes
1x Arid Mesa
1x Battlefield Forge
1x Bloodstained Mire
1x Cascade Bluffs
1x Clifftop Retreat
1x Command Tower
1x Desolate Lighthouse
1x Eiganjo Castle
1x Flooded Strand
1x Ghost Quarter
1x Glacial Fortress
1x Hall of the Bandit Lord
1x Hallowed Fountain
4x Island
1x Maze of Ith
1x Misty Rainforest
3x Mountain
1x Myriad Landscape
1x Mystic Gate
1x Mystic Monastery
3x Plains
1x Polluted Delta
1x Reflecting Pool
1x Rugged Prairie
1x Scalding Tarn
1x Shivan Reef
1x Steam Vents
1x Sulfur Falls
1x Tectonic Edge
1x Temple Garden
1x Temple of Enlightenment
1x Temple of Epiphany
1x Temple of Triumph
1x Tolaria West
1x Windswept Heath
1x Wooded Foothills
1x Brainstorm
1x Complicate
1x Condescend
1x Counterspell
1x Cryptic Command
1x Dig Through Time
1x Disenchant
1x Dismiss
1x Dissolve
1x Electrolyze
1x Exclude
1x Fact or Fiction
1x Forbid
1x Jace's Ingenuity
1x Logic Knot
1x Mana Leak
1x Memory Lapse
1x Miscalculation
1x Misdirection
1x Mystical Tutor
1x Negate
1x Opportunity
1x Pact of Negation
1x Power Sink
1x Remand
1x Spell Snare
1x Starstorm
1x Swords to Plowshares
1x Think Twice
Planeswalker (7)
1x Ajani Vengeant
1x Chandra, the Firebrand
1x Elspeth, Knight-Errant
1x Elspeth, Sun's Champion
1x Jace, Architect of Thought
1x Jace Beleren
1x Jace, the Mind Sculptor
1x Ancestral Vision
1x Anger of the Gods
1x Council's Judgment
1x Day of Judgment
1x Deep Analysis
1x Ponder
1x Preordain
1x Pyroclasm
1x Seize the Day
1x Supreme Verdict
1x Temporal Mastery
1x Temporal Trespass
1x Time Warp
1x Treasure Cruise
1x Walk the Aeons
1x Waves of Aggression
1x Wrath of God
Enchantment (2)
1x Detention Sphere
1x Oblivion Ring
Creature (1)
1x Narset, Enlightened Master
wafo-tapa have only 3 time walks and may be it is best count.
also im testing:
- 5 timewalks
- 2 extra combat steps(seize and waves looks better that others)
- manarocks
- armageddon
- decree of silence
may be it is wrong, dont know.
my problems :
- some times counterspells and wrath isnt in my hand
- im hate taplands... but havent duallands
- some times im cant remove blocker for narset(havent pte or pass, havent drawspells, narset trigger in lands)
Purphoros, God of the Forge
Azusa, Lost but Seeking
Narset, Enlightened Master
Modern
Twin
Purphoros, God of the Forge
Azusa, Lost but Seeking
Narset, Enlightened Master
Modern
Twin
Beating Face with Bane
Beatrice, the Golden Witch
Because Planeswalkers are more consistent. You're wasting time searching for one exact card so you can arrange your entire deck, and that card costs 3 mana to drop and another 3 mana to use. So many opportunity's to remove/counter it. And if they somehow tuck your Narset then you are dead in the water.
At least with the Walker strategy you still run a ton of removal, and very powerful walkers.
It honestly just feels like a wasted card slot if you mush them both together, If you're doing a walker strat you run tons of counters and removal, if you're running a Proteus strat then you run a bunch of extra combats, extra turns, and tutors.
By combining them it weakens the whole.
And yeah, the card is great. It's just more of a win more kinda card
narset list is interest, more timewalks and some other walkers, that do u think about?
Purphoros, God of the Forge
Azusa, Lost but Seeking
Narset, Enlightened Master
Modern
Twin
The time walks and plainswalkers are good looking, but he seems to have to many fluffy draw spells. Cards like Opportunity don't really seem worth it. Also the Jeskai enchantment is a weird choice. if he wants to dig, I'd just add scrollrack.
Purphoros, God of the Forge
Azusa, Lost but Seeking
Narset, Enlightened Master
Modern
Twin
When you put a lot of counters in the deck, won't it clog in your Narset's ability to cast something more relevant? Or do you have something to ensure that does not happen, especially since you think that Proteus Staff is a win more card?