|  |  |  |  |  |  | 
|  |  |  | |||
| Pojo's Magic The Gathering news, tips, strategies and more! | |||||
|  | |||||
|  | |||||
|  | |||||
|   
						
 Pojo's MTG 
 
					
					120x90 Ad Space  
 
					 |  | 
					
					
					
					BMoor's Magic 
					
					
					
					The 
					
					
					
					
					Gathering Deck Garage Almost all the decks that I write articles about have one thing in common: there's something wrong with them. If there weren't, then either the owner wouldn't have asked me for help or I would have sent a private reply back without my audience seeing it. 
					
					
					
					
					
					
					
					 Well, here is a deck that I've been working on and I think is fairly decent, although I'm sure there are thousands of different ways that I can make it better. It's a deck built off of dream halls, a rare from stronghold that has an interesting, and fun ability. It turns all cards into a force of will minus the life loss. I'm not sure where to go with it from here however, and 
					would appreciate
					any help that you can give. I'm a poor college student so I 
					don't really
					have too much money to be spending on cards, but I will if 
					it's really Creatures 10 Enchantments 4 Sorceries 11 Instants 11 Lands 24 So the basic premise of this deck is fairly easy, you try 
					to stall out
					your opponent with your walls, counterspells, and lightning 
					bolts. You
					make sure it's hard for them to play things, 
					
					
					
					
					
					
					
					 You do this until you get enough mana out to be able to 
					play dream halls,
					and this is where the fun begins. you save your pacts until 
					you get this
					little gem into your hand, and either a conflux or cruel. 
					You play the
					dream halls, protecting it with the pact if you have to as 
					the dream halls
					is the key to you winning, once it's out on the field, you 
					either play the So yah, there's the basic premise of the deck, any help would be appreciated. Thanks in advance ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ It's definitely an interesting premise, and great for I would also posit that once Dream Halls is live, perhaps you shouldn't be discarding Progenitus to cast an Ultimatum, but discarding something to cast Progenitus. You need four Ultimatums to win, but Progenitus can do it in two turns all on its own. Good luck! ~BMoor 
 | |||
| 
							
							Copyright© 1998-2009 pojo.com This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site. 
							
							Magic the Gathering Deck Fixes | |||||