Subject: Re: [Discussion: Zur's Weirding decks] Date: Thu, 29 Jan 1998 08:55:08 -0700 From: "Cory Bradshaw" Newsgroups: rec.games.trading-cards.magic.strategy > >My question to those of you who have read this far: why don't we see >more Wierding decks? For those of you who have experimented with the >card, what kept your deck from winning (or entering) a tournament? Any >comments, whether on the decks listed, or one my relentless jabbering, >would be much appreciated. Please post! There should be more strategy >on magic.strategy! :-) Good old Zur's Weirding... I've been playing this card so much in the past couple of months I feel my deck doesn't have any control in it if I can't deny every card my opponent draws. Anyway, as I've stated in a previous discussion on Zur's Weirding, life gaining is for sissies. While you're busy drawing your life gaining spells in the early game your opponent is hammering away with several creatures. I find that most of my victories with the Weirding come in two ways: 1. Slowly empty your opponent's hand and then deny them everything useful, or 2. Lock him down with the Weirding before he gets the mana required to run his deck. Here's an approximate deck list of what I've been playing: 3 Zur's Weirding 4 Stupor 4 Agon. Memories 2 Lobotomy 4 Nekrataal 3 B. Knight 3 Pump knights 3 Man o' War 2 Ophidian 3 Tradewind Riders 4 Fellwar stones 2 Cursed scroll 1 Kaervek's Spite Various lands As you can see, the main idea of this deck is card advantage through discard. Once your opponent has no cards left, all you need is one knight on the board to counteract the effect of the Weirding. Dealing more damage is much better than gaining life. The Tradewind riders were added to make discard cards useful in mid to late game where your opponent may be living off of the top deck. Since the deck is fairly mana-intensive, fellwar stones were found fairly necessary, especially in the heavy worb environment around here. Also, they enable you to cast a turn 3 agon. memories, which, when followed by a turn 4 weirding, gives you an opponent who never makes it past 2 land. This decks main weakness is cursed scroll. The only way to deal with it is to tradewind it and make them discard it, which is difficult when all but 5 of the creatures can be killed by the scroll. Due to the recent outbreak of cursed scrolls, this deck has gone on hiatus until it is adapted to deal with them. Cory Bradshaw bradshac@cadvision.com