Subject: Critique this deck please Date: Sun, 18 Jan 1998 23:52:32 -0800 From: "Noel Johnson" Newsgroups: rec.games.trading-cards.magic.strategy Hello. I designed a deck and have been tinkering with it for about a week now. I'm looking for any ideas on how to make it better. Here's the deck: LAND: 4 Gemstone Mines 4 City Of Brass 2 Undiscovered Paradise 4 Sulfurous Springs 4 Ancient Tombs 1 Mountain 1 Forest 1 Plains ARTIFACTS: 4 Phyrexian Walkers 3 Ornithopters 4 Urza's Baubles 4 Lotus Petals WHITE: 4 Enlightened Tutors 4 Enduring Renewals RED: 4 Goblin Bombardments BLACK: 4 Vampiric Tutors 4 Doomsday 4 Dark Ritual Okay, if you can't tell by the specs, here's what the deck does. The only objective is to get a Goblin Bombardment and an Enduring Renewal into play, and then cast one of the 0 cost creatures to infinately sacrifice it to the bombardment and cause infintate damage to infinate targets. I have not actually played this deck against a real opponent, but I have shuffled and dealt myself 30 hands, and out of 30 hands here's how many turns it took me to kill my opponent (I was playing with the muligan for 1 less card for any reason rule): 3 turns: 3 times 4 turns: 14 times 5 turns: 10 times 6 turns: 2 times 14 turns: 1 time ( mana screwed) This seems about as fast as bloom, though I don't have much experience with Bloom, so I am probably mistaken. Anyway, here's what I'm most interested in as far as feedback. It seems to me that 1 counterspell would destroy my deck. As I am virtually using all available mana on every turn, one monkey wrench in the system costs me the game. My lack of extra mana seems to be my biggest concern, because with out it I can't do something simple such as cast Abeyance (which I've thought about adding). Perhaps a solution would be to wait an extra turn or two, and then abyance and lay down both enchantments in one turn. Blue is usually a slower deck anyway, so I think I would be able to spare the extra turns. That would also perhaps be the solution to my other biggest anticipated problem: Disenchant. Since White and Blue tend to be the two slowest colors, perhaps waiting a couple turns to abeyance could make this deck stronger. The only problem with waiting is if I doomsday for my combo, which I often do on my first turn, I may die waiting... although i guess I could put in a sanctuary, which would be good against white, since it would draw the disenchant away from my two biggies. Hmmmm.... Anyway, what do you think? -Noel