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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.
Once in a blue moon, however, I get a decklist that isn't flawed enough for me to make major changes to, but is so interesting that I don't feel right denying my audience a chance to see it. Today we have such a deck. Without making any critique or comment on this deck, I simply present it for the consideration of my fellow deckbuilders.
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
any help that you can give. I'm a poor college student so I
have too much money to be spending on cards, but I will if
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, and when they do you blow them up with your bolts, or if they survive or you have no bolts, you just block them with your walls.
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 the casual tables (I believe Dream Halls is banned in a few tournament formats). I can't really improve on it, since it's very tuned. The only card I could think to add is Electrolyze, a strong U/R control card.
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.
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