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BMoor's Magic The Gathering Deck Garage
Discard / Disruption BW (1.5)
May 20, 20
09

 

Most of the deckfixes I do are either for casual play, or for Standard tournaments.  I admit, I'm not so comfortable with other tournament formats.  Heck, I had to look up what sets are currently Extended-legal. So when Lee here came to me asking about getting into the Legacy (1.5) tournament scene, I was a little intimidated.  But I do love a challenge!

 

> Hi there! I have been playing

> with this deck for a number of years, with new inclusions coming in

> and out of it. It was born out of a casual idea, and become a deck

> that has become good. I am completely unaware if the deck could stand

> up in a 1.5 setting, but I thought I would submit it to you and see if

> you could give any type of criticism / ideas towards making this deck

> better / viable in the current setting.

>

>  

> I also have 4x Spectral Lynx and 1x Damnation on a sideboard, along

> with 2 x Oblivion Ring, 2 x Swords to Plowshares, 2 x Scepter of

> Fugue, 2 x Mortify, and 2 x Serenity.

>  

> Thanks!

> Lee D.

> Bayside, NY

>  

> Lands:

> 11 x Swamp

> 6 x Plains

> 4 x Tainted Field

>  

> Creatures:

> 3 x Hypnotic Specter

> 2 x Tombstalker

> 3 x Divinity of Pride

> 2 x Nyxathid

> 2 x Knight of Meadowgrain

> 2 x Nezgumi Shortfang

>  

> Artifacts:

> 4 x The Rack

>  

> Enchantments:

> 2 x Phyrexian Arena

> 1 x Bad Moon

> 1 x Bitterblossom

>  

> Sorcery / Instants:

> 2 x Swords to Plowshares

> 4 x Hymn to Tourach

> 3 x Dark Ritual

> 2 x Oblivion Ring

> 2 x Duress

> 2 x Gerrard's Verdict

> 2 x Mortify

 

Alright, Lee, some things are universal to all formats.  There are aggro, control, and combo decks. You are not aggro, and you are not combo. That means you are control.

 

Control decks win by being inevitable.  In the early game, they amass card advantage by either taking out multiple creatures with one card, or by drawing lots of extra cards. You slowly exhaust your opponent's resources and then drop a finisher, which your opponent is too weakened to deal with.

 

You've already got awesome finishers-- Tombstalker and Divinity of Pride.  The question now is disabling your opponent's strategy long enough for them to do their dirty work.

 

The first thing I see here that needs to go is Knight of Meadowgrain.  It's a card for an aggro deck.  In its place, I'd like to see either more Nezumi Shortfang, or more Duress.

 

In that same respect, remove Bitterblossom and Bad Moon in favor of two more Phrexian Arena.  Most of the cards in your deck are stronger than a 1/1 flying token, so you'd rather have the extra card than the token.

 

Now, you need some cards that can give you some real 2-for-1's, or more. Hymn to Tourach is good. So is Shortfang and Specter, assuming they can get in there for more than one card. But if you cast them off of a Dark Ritual, you're spending two cards yourself. Not good. Pull the Rituals-- you can't count on having them in your opening hand often enough to make the acceleration worth the card disadvantage.  In their place, bring in some more extra copies of some other cards you've got. Gerrard's Verdict is one of the best.

 

Now then, according to my sources, the Legacy tournament setting is populated by aggro in the form of Threshold, Elves, and Zoo, control in the form of Aggro-Loam and Merfolk, and combo in the form of Storm and Painter's Grindstone.  Let's talk about what you can do against these folks.

 

Infest: Clears out most of the creatures in Zoo, Elves, and Merfolk.  If you have the Infest, hold back your creatures until your opponent puts down enough so that you're getting card advantage, or until you really need the board clear.

 

Beckon Apparition: Most useful against Aggro-Loam, and maybe Threshold-- maybe. Against anything else, it's a 1/1 and little else.  Sideboard material, I'd say.

 

Vindicate: When this is available, there's no reason to bother with Mortify. Excellent against Painter's Grindstone, provided you can hit one combo piece before the other hits play.

 

Rule of Law: Against Storm, mostly. Then again, with all your discard spells, Storm should have a tough time against you anyway.

 

Identity Crisis: This basically just neuters anybody who doesn't already have you dead on the board.  Getting it to resolve won't be easy, though.

 

Castigate: Turn two, identify your opponent's strategy and take out a key puzzle piece, leaving them backpedaling in the face of your Specter or Hymn next turn.  Assuming of course you don't Hymn on turn two.

 

That should put you well on your way to the tournament scene, Lee, but remember: only experience can tell you the best way to go from here. My job is to suggest as many possible routes as I can.

 

 

Good luck!

~BMoor




 

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