Hey, testing out "horrible" cards is how we ended up with a Shorecrasher Mimic deck in the first place!
That said, he's probably right. All these creature enchants are bad ideas. Even the ones that offer shroud are pointless against some of the format's best removal... ***, Infest, Pyroclasm, Jund Charm, etc. If you are having trouble with your creatures getting targeted, run a strong suit of countermagic and make sure not to commit too many creatures to a board against someone who has the ability to sweep it.
This deck has plenty of ways to improve its creatures without enchants... Rafiq, Elspeth, Mimic, Warhammer... that's what the deck does, right?
Ancestor's Gaze - Looks like it has potential for some nasty combos. But the high casting cost and difficult casting conditions (requires a second target to exist) make it a weak-ish sort of card. I would eliminate the cantrip and lower the casting cost.
Goblin Tormentor R
Creature _ Goblin
When CARDNAME comes into play, sacrifice it unless you've dealt at least 3 damage to any one opponent this turn.
3/1
I don't think they would have to do anything except change the way they assign rarities.
Make cards rare if they are unique, special, or gamebreaking in their effect or flavour. Don't make it rare simply because it is powerful and you know it will be sought after.
The biggest culprits are lands that do nothing but tap for two different kinds of mana. Those do not need to be rares. They are necessary in every deck to fix the manabase and people always end up shelling out absurd amounts to make sure they've always got a playset. These cards are not gamebreaking... they are LANDS. They are very useful, but they are not rare cards, IMO.
Another example that springs to mind is Thoughtseize. This card was made rare based on its power. It could easily have filled an uncommon or even a common slot in a set. And yet Thoughtseize is necessary in nearly every black deck (whether MD or SB). So... they are 15-20 bucks. Ouch. I'm sure there are other examples.
Basically, there is a disproportionate demand for rare cards compared to commons and uncommons. A quick scan of Antti Malin's championship deck shows 36 of 60 cards are rare. And most of the other top decks range in 25-40 as well. That's insane, considering rares make up like 30% of the set.
Some people will be of the opinion that rares should be the most powerful cards. But I believe that rares should be the most gamebreaking, flavourful, and unique cards... but not necessarily the best. This would, unfortunately, result in more junk rares. But the format's best spells would be far more accessible to the thrifty players in the form of commons and uncommons.
But, why would the developpers do this? It would reduce their profits, eh?
Edit:
Oh and I definitely agree with xtruder: get rid of Mythic Rares NOW.
He does seem like he could win a game on his own. But that's what bombs are for, huh? Deal with me now or lose. I would probably reduce the damage to 3 just to make it a little more balanced. It's still a bomb, of course.
Grave Skulker BB
Creature - Zombie
WW: Remove Grave Skulker from the game. Any player may play this ability.
3/2
Mate this deck's worst matchup is RDW.
If you go ahead and play with 12 painlands its like auto-lose always.(manabase of this deck is very strict,almost everything you play w will get you pain'ed)
Also want to say that noble hiearch gonna be imba if its true.Im adding 4
:-( that's true
I'm going with what I have. And I have those painlands.
Just want to say thanks to everyone who contributed to testing this deck. I'm getting back into Magic after a 5-6 year hiatus and was looking for a creative yet strong deck to try.
I'm gonna go with bazooka's list minus the Cryptics (O. Rings instead) and a few of the rare lands. I know Cryptics are key, but they are pricey!
Fortunately, I opened a couple Rafiqs and an Elspeth in my box of Alara, so I only spent about $100 getting the cards I didn't own yet.
Yeah. Basically just a budget version of Bazooka's deck. I intend to test it and fiddle with it until I am comfortable. I ordered sets of Snakeform, Mulldrifter, and others so I can test them as well. And obviously, I'll work on Cryptics, ***s, and rare lands.
I'll report when I get to start testing this thing!
Aha. Ok, so that's interesting. I can see a swarm deck being a strong build in Limited.
You'll have a fun time balancing the mana cost and playability of the cards. Because swarm is obviously a powerful mechanic, but if all the creatures cost too much, the deck would not get played.
I think he's actually quite balanced. I like all the mana costs the way they are, so that he is not abusable, but not unusable. He definitely breaks the stalemate in an agro vs. agro showdown. He's definitely a "deal with me now or lose" kind of creature.
There are too many freaking nonbasic lands out there.
Goblin Bombers :3mana::symr:
Creature - Goblin
Flying
:symtap:, Sacrifice Goblin Bombers: Goblin Bombers deals one damage to each player for each nonbasic land they control.
1/1
How do first strike, death touch, wither, etc. work? If I swarm all my damage to a creature with FS, does all that damage become FS damage? Or if a FS creature swarms his damage to a non-FS creature, does no FS damage occcur?
Thanks for all the input! Good ideas. I think I will take a look at that WUG deck.
Here's a box of Shadowmoor I bought today. (Wow, I spent a lot of money this week.)
How did I do? No freaking foil rare!
Order of Whiteclay
Boon Reflection
Mass Calcify
Twilight Shepherd
Greater Auramancy
Counterbore
Isleback Spawn
Puca's Mischief
Puppeteet Clique
Plague of Vermin
Hollowborn Barghest
Deepslumber Titan
Furystoke Giant
Mana Reflection
2x Fracturing Gust
Heartmender
2x Demigod of Revenge
Dire Undercurrents
Sygg, River Cutthroat
Augury Adept
Glen Elandra Liege
Rosheen Meanderer
Rhys the Redeemed
Oona, Queen of the Fae
Mirrorweave
Vexing Shusher
Spiteful Visions
Everlasting Torment
First of all, I'm going to apologise for an incredibly long post. And I will commend anyone who reads through the whole thing. If you want the short version, just scroll to the bottom and read the bolded text.
I started playing MtG right before Odyssey came out. I stopped playing right after Mirrodin. Yesterday, on a whim, I purchased a box of Shards of Alara and brought it home. I read the whole spoiler and did some research on the current T2 format before playing the whole box in Booster Wars and Sealed Decks with my brother. It was definitely fun and brought back some memories of when I used to play this game all the time.
Here is a list of my loot. I have a vague idea which cards are valuable, but I wouldn't mind if someone could tell me whether I got a good box and which of my picks were nice ones.
That's 37 rares in 36 packs. I'm guessing they made it so the FOIL always replaces a common in the pack? Because I won the first booster war with a FOIL Rafiq of the Many charging in with a Titanic Ultimatum. Pretty epic.
But anyways, I should probably reveal why I am posting in the Standard forum.
I am considering getting back into the Magic scene. I know I've missed several blocks, so I would have some catching up to do. One of the reasons (though not the main reason) I quit in the first place was that it was just too expensive to compete in Standard. For that reason, it's possible that I just return to the Limited scene and not bother with all that card trading and buying nonsense to get a deck together.
However, if I can find the right deck that appeals to me, I would definitely consider building it. The thing is that there aren't too many decks that appeal to me. I've looked into some of the competitive archetypes going around... Faeries, Kithkin, and 5cc... and none of them really struck me as good decks per se. Oh, I'm sure they win games, but I want to differentiate between a good deck and a deck with a lot of good cards. The decks I've researched seem like they are just decks full of good cards. That's not really the kind of thing that interests me.
So what is a good deck? A good deck (in my opinion!) has cards that work together in a sygernic way to achieve a certain premise on which the deck is based. Hrm... I wish I could explain it better than that. Generally, a good deck will take advantage of small-scale combos to make average cards much better than originally perceived. It won't rely on any one card in particular, unlike most combo decks.
A good deck is a work of art. Faeries, etc. are a work of science. They work, but... it just doesn't do it for me.
So anyway, what I'm looking for is an idea for a Standard deck list. I want something that will impress my opponent as an original idea and a masterful compilation. I've read through all the spoilers for the current T2 legal sets, and not many things really jumped out at me. Admittedly, I've never really come up with my own ideas. Usually I get the deck idea online, and then design my own deck list.
Off the top of my head... some decks I've played in the past were...
Mists was really the finishing move. The deck did not RELY on it to win. Otherwise, it was a control deck that cleared the opponent's graveyard and utilised Grip of Amnesia, Lost in Thought, and Web of Inertia to gain control. It was not very competitive, but considering the amount of seeming BAD cards I used in this deck, it was somewhat effective. Plus the deck cost like $5 to build.
I forget exactly what the combo was... but I know it entailed Early Harvest and drawing your entire deck in one turn before winning with Brain Freeze. Another casual type deck that didn't win all too often.
This deck absolutely relied on drawing the Shrine. But it made it easy with a lot of card draw. This was actually sort of a netdeck that I copied almost exactly and made only a few changes to. If anyone remembers this deck, it used 4 copies of each egg (e.g., Darkwater Egg) and once it had enough on the table along side a Shrine, it blew them all up, drew a ton of cards, and played more eggs to get an army of Squirrels. It was awesome. Again, very casual.
Mono-R Burning Bridges
Pretty classic combo... Grafted Skullcap and Ensnaring Bridge with a ton of burn cards. It can win without the Bridge and it can win without the Cap. Both are nice, but not necessary. Nothing too special about it, but it exemplifies my love of control decks that find unorthodox ways to get in control. Rather than just counter this, kill that.
So basically, the things I love in a deck are as follows:
1. Synergy. Cards that work together to make each other better. Usually contribute to whatever theme or goal the deck is trying to achieve.
2. Consistancy. I don't want a deck that relies on one card, but then doesn't have any way to find it and protect it. So certain combo decks are ruled out.
3. Unorthodox control. I love locking down my opponent, and I expecially love doing it without running a bunch of counters, if possible.
4. Decks that "go off". Any deck that can go through its entire deck in one turn, or play a billion cards, or whatever... not due to an infinite combo, but just due to synergy.
5. Originality. Or at least semi-originality. Basically, I don't like net decks.
Here are the three decks I extracted from my card box, just to sort of give you an idea of what sort of decks I like to play with.
This deck used to be legal in Extended. I realise it is now legal in no formats (thanks to the FoFs.) And I also realise some of the lands are subpar due to the crazy dual lands that have been printed in recent sets.
Yeah, this deck runs some "counter-this, kill that", but it definitely meets my perk of being an unorthodox control deck. Patron Wizard is usually the bomb, but I can win without getting one early. The Voidmage Prodigys and Meddling Mages are good enough to establish board control early on. And with the Shadowmage Infiltrators and Fact or Fictions, I would certainly get the Patron eventually. I love Patron Wizard because even if I tap out to drop him turn 3, he protects himself. Usually there will be at least one other Wizard on the board at that point, so they need to kill him and be ready to pay 2 mana.
This deck was T2 legal after 8th Edition was released with the beautiful reprints of Grave Pact and Fecundity. And it contained no Odyssey block, so it was all set for when Mirrodin was to cycle in.
This deck is a synergy deck. Lots of little combos in there, and no one necessary card. Obviously Grave Pact is usually the winning draw, but I can do without it. Nantuko Husk can be huge if I sac a few critters and my Wirewood Herald fetches me a Caller of the Claw. It really doesn't take much to have a 20/20 Husk. And if a Pact was on the board to clear away your blockers, that's game.
This deck used to be T2 during Odyssey/Onslaught/7th. When Odyssey and 7th cycled out, I tossed in the Academy Rectors and Hobbles and called in an Extended deck, lol. Again, this deck shows an unorthodox method of control combined with the ability to "go off" and draw the entire deck and play every card in one turn. It had a half dozen different ways to win. The most common was Test of Endurance and the cheesiest was Solitary Confinement and Genesis followed by a scoop (desperation move).
Okay, so now that you know what sort of deck interests me... please help me decide on a deck to play in Standard!
And come to think of it, I did make a Constable deck back when it was printed in Torment. It sucked though. But those Rafiqs and Elspeth I pulled would have a nice home in a Constable deck.
Hey, testing out "horrible" cards is how we ended up with a Shorecrasher Mimic deck in the first place!
That said, he's probably right. All these creature enchants are bad ideas. Even the ones that offer shroud are pointless against some of the format's best removal... ***, Infest, Pyroclasm, Jund Charm, etc. If you are having trouble with your creatures getting targeted, run a strong suit of countermagic and make sure not to commit too many creatures to a board against someone who has the ability to sweep it.
This deck has plenty of ways to improve its creatures without enchants... Rafiq, Elspeth, Mimic, Warhammer... that's what the deck does, right?
Goblin Tormentor R
Creature _ Goblin
When CARDNAME comes into play, sacrifice it unless you've dealt at least 3 damage to any one opponent this turn.
3/1
Make cards rare if they are unique, special, or gamebreaking in their effect or flavour. Don't make it rare simply because it is powerful and you know it will be sought after.
The biggest culprits are lands that do nothing but tap for two different kinds of mana. Those do not need to be rares. They are necessary in every deck to fix the manabase and people always end up shelling out absurd amounts to make sure they've always got a playset. These cards are not gamebreaking... they are LANDS. They are very useful, but they are not rare cards, IMO.
Another example that springs to mind is Thoughtseize. This card was made rare based on its power. It could easily have filled an uncommon or even a common slot in a set. And yet Thoughtseize is necessary in nearly every black deck (whether MD or SB). So... they are 15-20 bucks. Ouch. I'm sure there are other examples.
Basically, there is a disproportionate demand for rare cards compared to commons and uncommons. A quick scan of Antti Malin's championship deck shows 36 of 60 cards are rare. And most of the other top decks range in 25-40 as well. That's insane, considering rares make up like 30% of the set.
Some people will be of the opinion that rares should be the most powerful cards. But I believe that rares should be the most gamebreaking, flavourful, and unique cards... but not necessarily the best. This would, unfortunately, result in more junk rares. But the format's best spells would be far more accessible to the thrifty players in the form of commons and uncommons.
But, why would the developpers do this? It would reduce their profits, eh?
Edit:
Oh and I definitely agree with xtruder: get rid of Mythic Rares NOW.
I'm pretty sure I already know the answer to this question, but just to be sure...
Do I have to choose which options of Cryptic Command I will be using before or after the spell resolves?
Grave Skulker BB
Creature - Zombie
WW: Remove Grave Skulker from the game. Any player may play this ability.
3/2
I think it's a neat idea, but it would just be too confusing with too many rules clarifications needed.
Also, it's potentially broken.
:-( that's true
I'm going with what I have. And I have those painlands.
Should I use cipt lands? I don't have pools.
I'm gonna go with bazooka's list minus the Cryptics (O. Rings instead) and a few of the rare lands. I know Cryptics are key, but they are pricey!
Fortunately, I opened a couple Rafiqs and an Elspeth in my box of Alara, so I only spent about $100 getting the cards I didn't own yet.
4 Shorecrasher Mimic
3 Jhessian Infiltrator
4 Rhox War Monk
4 Vendilion Clique
4 Rafiq of the Many
1 Elspeth, Knight-Errant
1 Loxodon Warhammer
4 Oblivion Ring
4 Bant Charm
3 Negate
4 Yavimaya Coast
4 Adarkar Waste
2 Mystic Gate
1 Flooded Grove
3 Treetop Village
5 Forest
1 Plains
4 Burrenton Forge-Tender
4 Cephalid Constable
4 Condemn
3 Paladin en-Vec
Yeah. Basically just a budget version of Bazooka's deck. I intend to test it and fiddle with it until I am comfortable. I ordered sets of Snakeform, Mulldrifter, and others so I can test them as well. And obviously, I'll work on Cryptics, ***s, and rare lands.
I'll report when I get to start testing this thing!
You'll have a fun time balancing the mana cost and playability of the cards. Because swarm is obviously a powerful mechanic, but if all the creatures cost too much, the deck would not get played.
Again, good concept.
There are too many freaking nonbasic lands out there.
Goblin Bombers :3mana::symr:
Creature - Goblin
Flying
:symtap:, Sacrifice Goblin Bombers: Goblin Bombers deals one damage to each player for each nonbasic land they control.
1/1
Just one question before I comment further.
How do first strike, death touch, wither, etc. work? If I swarm all my damage to a creature with FS, does all that damage become FS damage? Or if a FS creature swarms his damage to a non-FS creature, does no FS damage occcur?
I think I may try that WUG agro deck sometime... just because I have at least some of the tricky finds already (BoPs, at least).
Finding Cryptics is going to suck.
Here's a box of Shadowmoor I bought today. (Wow, I spent a lot of money this week.)
How did I do? No freaking foil rare!
Order of Whiteclay
Boon Reflection
Mass Calcify
Twilight Shepherd
Greater Auramancy
Counterbore
Isleback Spawn
Puca's Mischief
Puppeteet Clique
Plague of Vermin
Hollowborn Barghest
Deepslumber Titan
Furystoke Giant
Mana Reflection
2x Fracturing Gust
Heartmender
2x Demigod of Revenge
Dire Undercurrents
Sygg, River Cutthroat
Augury Adept
Glen Elandra Liege
Rosheen Meanderer
Rhys the Redeemed
Oona, Queen of the Fae
Mirrorweave
Vexing Shusher
Spiteful Visions
Everlasting Torment
Painter's Servant
Grim Poppet
Cauldron of Souls
Graven Cairns
Mystic Gate
Fire-Lit Thicket
I started playing MtG right before Odyssey came out. I stopped playing right after Mirrodin. Yesterday, on a whim, I purchased a box of Shards of Alara and brought it home. I read the whole spoiler and did some research on the current T2 format before playing the whole box in Booster Wars and Sealed Decks with my brother. It was definitely fun and brought back some memories of when I used to play this game all the time.
Here is a list of my loot. I have a vague idea which cards are valuable, but I wouldn't mind if someone could tell me whether I got a good box and which of my picks were nice ones.
FOIL
FOIL Island #237
FOIL Gustrider Exuberant
FOIL Knight of the Skyward Eye
FOIL Skeletal Kathari
FOIL Drumhunter
FOIL Resounding Thunder
FOIL Crumbling Necropolis
FOIL Kathari Screecher
FOIL Bloodthorn Taunter
That's 37 rares in 36 packs. I'm guessing they made it so the FOIL always replaces a common in the pack? Because I won the first booster war with a FOIL Rafiq of the Many charging in with a Titanic Ultimatum. Pretty epic.
But anyways, I should probably reveal why I am posting in the Standard forum.
I am considering getting back into the Magic scene. I know I've missed several blocks, so I would have some catching up to do. One of the reasons (though not the main reason) I quit in the first place was that it was just too expensive to compete in Standard. For that reason, it's possible that I just return to the Limited scene and not bother with all that card trading and buying nonsense to get a deck together.
However, if I can find the right deck that appeals to me, I would definitely consider building it. The thing is that there aren't too many decks that appeal to me. I've looked into some of the competitive archetypes going around... Faeries, Kithkin, and 5cc... and none of them really struck me as good decks per se. Oh, I'm sure they win games, but I want to differentiate between a good deck and a deck with a lot of good cards. The decks I've researched seem like they are just decks full of good cards. That's not really the kind of thing that interests me.
So what is a good deck? A good deck (in my opinion!) has cards that work together in a sygernic way to achieve a certain premise on which the deck is based. Hrm... I wish I could explain it better than that. Generally, a good deck will take advantage of small-scale combos to make average cards much better than originally perceived. It won't rely on any one card in particular, unlike most combo decks.
A good deck is a work of art. Faeries, etc. are a work of science. They work, but... it just doesn't do it for me.
So anyway, what I'm looking for is an idea for a Standard deck list. I want something that will impress my opponent as an original idea and a masterful compilation. I've read through all the spoilers for the current T2 legal sets, and not many things really jumped out at me. Admittedly, I've never really come up with my own ideas. Usually I get the deck idea online, and then design my own deck list.
Off the top of my head... some decks I've played in the past were...
U/B Mist of Stagnation abuse
Mists was really the finishing move. The deck did not RELY on it to win. Otherwise, it was a control deck that cleared the opponent's graveyard and utilised Grip of Amnesia, Lost in Thought, and Web of Inertia to gain control. It was not very competitive, but considering the amount of seeming BAD cards I used in this deck, it was somewhat effective. Plus the deck cost like $5 to build.
U/G Future Sight
I forget exactly what the combo was... but I know it entailed Early Harvest and drawing your entire deck in one turn before winning with Brain Freeze. Another casual type deck that didn't win all too often.
U/G Nantuko Shrine
This deck absolutely relied on drawing the Shrine. But it made it easy with a lot of card draw. This was actually sort of a netdeck that I copied almost exactly and made only a few changes to. If anyone remembers this deck, it used 4 copies of each egg (e.g., Darkwater Egg) and once it had enough on the table along side a Shrine, it blew them all up, drew a ton of cards, and played more eggs to get an army of Squirrels. It was awesome. Again, very casual.
Mono-R Burning Bridges
Pretty classic combo... Grafted Skullcap and Ensnaring Bridge with a ton of burn cards. It can win without the Bridge and it can win without the Cap. Both are nice, but not necessary. Nothing too special about it, but it exemplifies my love of control decks that find unorthodox ways to get in control. Rather than just counter this, kill that.
So basically, the things I love in a deck are as follows:
1. Synergy. Cards that work together to make each other better. Usually contribute to whatever theme or goal the deck is trying to achieve.
2. Consistancy. I don't want a deck that relies on one card, but then doesn't have any way to find it and protect it. So certain combo decks are ruled out.
3. Unorthodox control. I love locking down my opponent, and I expecially love doing it without running a bunch of counters, if possible.
4. Decks that "go off". Any deck that can go through its entire deck in one turn, or play a billion cards, or whatever... not due to an infinite combo, but just due to synergy.
5. Originality. Or at least semi-originality. Basically, I don't like net decks.
Here are the three decks I extracted from my card box, just to sort of give you an idea of what sort of decks I like to play with.
4 Meddling Mage
4 Voidmage Prodigy
4 Shadowmage Infiltrator
4 Patron Wizard
4 Counterspell
3 Mana Leak
4 Spite/Malice
3 Fact or Fiction
2 Upheaval
4 Adarkar Wastes
4 Underground River
2 Salt Marsh
10 Island
4 Stifle
3 Smother
4 Engineered Plague
4 Submerge
This deck used to be legal in Extended. I realise it is now legal in no formats (thanks to the FoFs.) And I also realise some of the lands are subpar due to the crazy dual lands that have been printed in recent sets.
Yeah, this deck runs some "counter-this, kill that", but it definitely meets my perk of being an unorthodox control deck. Patron Wizard is usually the bomb, but I can win without getting one early. The Voidmage Prodigys and Meddling Mages are good enough to establish board control early on. And with the Shadowmage Infiltrators and Fact or Fictions, I would certainly get the Patron eventually. I love Patron Wizard because even if I tap out to drop him turn 3, he protects himself. Usually there will be at least one other Wizard on the board at that point, so they need to kill him and be ready to pay 2 mana.
4 Carrion Feeder
1 Elvish Lyrist
4 Wall of Mulch
4 Wirewood Herald
4 Nantuko Husk
4 Rotlung Reanimator
2 Caller of the Claw
2 Visara, the Dreadful
4 Grave Pact
4 City of Brass
9 Swamp
8 Forest
3 Mind Slash
4 Oversold Cemetary
3 Infest
2 Naturalize
3 Withered Wretch
This deck was T2 legal after 8th Edition was released with the beautiful reprints of Grave Pact and Fecundity. And it contained no Odyssey block, so it was all set for when Mirrodin was to cycle in.
This deck is a synergy deck. Lots of little combos in there, and no one necessary card. Obviously Grave Pact is usually the winning draw, but I can do without it. Nantuko Husk can be huge if I sac a few critters and my Wirewood Herald fetches me a Caller of the Claw. It really doesn't take much to have a 20/20 Husk. And if a Pact was on the board to clear away your blockers, that's game.
2 Academy Rector
1 Genesis
4 Wild Growth
4 Kirtar's Desire
4 Pacifism
4 Hobble
4 Enchantress's Presence
2 Solitary Confinement
2 Words of Worship
3 Mirari's Wake
2 Golden Wish
4 Windswept Heath
2 Sungrass Prairie
1 Nantuko Monastery
7 Forest
6 Plains
1 Words of Wilding
1 Words of Worship
1 Test of Endurance
1 Mirari's Wake
2 Solitary Confinement
2 Circle of Protection: Black
2 Circle of Protection: Red
2 Circle of Protection: Green
2 Genesis
This deck used to be T2 during Odyssey/Onslaught/7th. When Odyssey and 7th cycled out, I tossed in the Academy Rectors and Hobbles and called in an Extended deck, lol. Again, this deck shows an unorthodox method of control combined with the ability to "go off" and draw the entire deck and play every card in one turn. It had a half dozen different ways to win. The most common was Test of Endurance and the cheesiest was Solitary Confinement and Genesis followed by a scoop (desperation move).
Okay, so now that you know what sort of deck interests me... please help me decide on a deck to play in Standard!
The one I saw that interests me was here:
http://forums.mtgsalvation.com/showthread.php?t=139888
And come to think of it, I did make a Constable deck back when it was printed in Torment. It sucked though. But those Rafiqs and Elspeth I pulled would have a nice home in a Constable deck.
Thanks for any advice.