of the normal deck fix, I thought I'd post my 6-0-1 deck
that I got this past weekend at the Torment prerelease.
Even thought the spoiler was out for a while I
really learned quite a few things about the set by
actually playing. I was VERY fortunate to get a
bunch of removal as well as a few solid rares. Winning
is always more fun than losing, I had a great time to
say the least!
What I'll do is post all the cards that were passed to
me first... that way if you want you can use this list
to see how YOU would have built the deck. (and if
you don't care then just skip down to my comments on the
prerelease below) I'll warn you it wasn't easy
because EVERY color had some very tempting choices.
I was very happy with my final build... but I'm
not sure if it was quite perfect. Anyway... here's
all the cards!
Roar of the Wurn
Rites of Spring
2x Krosan Constrictor
3x Sonic Seizure
2x Faceless Butcher
Testament of Faith
Pilgrim of Justice
Pay No Heed
Strength of Isolation
Rites of Refusal
I dang near cried when I realized I wasn't gonna be able
to support the big 'ol nasty Amugaba! =(
White didn't impress me greatly either... my shinny
Graceful Antelope was cool looking but the double white
requirement really turned me off. White did have a
bit more to offer than blue with several fliers... most
of them were mediocre and expensive at best though.
Green was the color that I had a hard time deciding on.
While nothing abusable, green provides what it
always does... warm solid bodies. Spells like
Elephant Ambush, Leaf Dancer and Possessed Centaur are
all definite threats if left unchecked... however the
double green in all of them made it tough for me to
splash with the other two colors I KNEW I would have to
play... Red and Black.
Having said that... here's the decklist I played (and
kicked major bootay with)
2x Faceless Butcher
3x Sonic Seizure
1 Abandoned Outpost
1 Bog Wreckage
Busty removal, lackluster creatures... I'll take it
anytime. There is no way to overstate how powerful
quality removal is in Sealed play.
The actual build itself was nothing fancy, just the
standard 14 creature, 9 Spell, 17 Land setup. The
amount of playable cards just in Red and Black alone
made it even more of a safe build as a 2 color deck
means not having to worry nearly as much about
So why the Hallowed Healer? Well, for a couple
a) Suprisingly, this was a pure control deck.
All the removal meant this deck was gonna deal
with nearly anything offensive the opponents could throw
at me... very much like a good counterspell deck in
constructed. Playing the deck this way I realized
the ability to further slow down anything the opponent
can muster up with the Healer would be very valuable.
Healer more than once saved me from being
"burnt out" by opponents direct damage...
Torment has a ton of playable burn. (My decklist can
attest to that!) Healer also protected my
creatures which was a good thing as they weren't
spectacular by any means. Also in a pinch I
actually ATTACKED with the friggin' card... my friend
Dave can vouch for me!
b) I REALLY needed the three drop. This is
also why I played with the goofy Gnomes as well. One
thing I've noticed is that there is a severe lack of
quality 3cc spells in Odyssey Block so far. While
building my limited decks I always separate all my
spells into three piles, the 0-2cc pile, the 3cc pile,
and 4cc and up. Without going into deep
analysis... lets just say I think it is very important
to have each one of these three piles evenly allocated.
If any one of the three piles are bloated or
lacking you're in for trouble... having mainly 4 and 5
casting cost spells in your deck can be extremely bad as
you can easily be ran over by an opposing weenie. On
the flip side... hardly any high cc spells will mean
your mid-late game more than likely will suck!
As far as actually playing of games... I won't bore you
with a round by round breakdown of all the opponents I
played. I was very impressed with the two new
mechanics of Torment however... Madness and Nightmare!
I see Nightmare as R&D's way of printing everyone's
favorite 187 effects without having to worry about them
being abused by bounce... however they can still be
sassy with graveyard recursion! My deck had 5
total Nightmare creatures. The two Faceless
Butchers really were a big part to my decks success.
The ability to clear an annoying blocker out of
the way so you can continue attacking AND at the same
time put another attacker on the board for next turn was
nuts. Butcher can even take out Black creatures
which is super important with the HEAVY focus on black
in Torment. Soul Scourge is another common
Nightmare that is a 3 offense flier that bolts the
opponent for cripes sake!! Petradon, while
expensive, was the decks trump card. I took out
THREE Squirrel Nest's during the day!! Nothing
like having main deck enchantment removal in a Red/Black
deck! =) A 5/6 Firebreather ends games in a
hurry I hear.
While I only had 2 madness spells main deck (Fiery
Temper and Violent Eruption) they both kicked butt.
Regardless of the madness, Instantaneous burn to
either a creature(s) or player is outstanding in
Limited. Having said that... cards like Sonic
Seizure, Waste Away and Patchwork Gnomes really combined
well with madness.
The cool thing about the madness mechanic is that the
spells can be cast at instant speed when normally they
couldn't be! The most memorable play of the
tournament for me was because of this ability. In
the 5th round of the tournament I was playing a 1800+
Limited player who was playing a heavy Black deck.
It was the third game, and I had sideboarded in
Strength of Isolation (a madness enchantment that gives
+1/+2 and Pro Black to target creature).
As always I had control of the game and was attacking
slowly with my Faceless Butcher (that had removed his
Teroh's Faithful from the game). However at the
end of my turn he used Insidious Dreams to tudor to 2
cards at the end of my turn. During his turn he
drew and attempted to Morbid Hunger my Faceless
Butcher... which would have put him directly back into
the game as he would've gained a total of 7 life from
the play. Unfortunately for him the two spells in
my hand were Sonic Seizure and Strength of Isolation.
For the bargain cost of one Red and one
White mana I was able to "bolt" his other
creature and enchant my Faceless Butcher with Strength
of Isolation. Not only did this allow my to save
my Butcher, it fizzled the Morbid Hunger and he gained 0
life instead of 7 and I went on to win the match the
next turn! (what creature did I "bolt"
of his? A Mesmeric Fiend that he had used early to
temporarily steal my Fiery Temper! Talk about a
Lastly, I thought everyone I spoke with enjoyed playing
the new Torment set. MANY of the commons and
uncommons are playable/well costed and are good for limited
play. Even better in my opinion is the
apparent lack of Insane Bomb Rares in the Torment set.
I remember back at the Odyssey prerelease many
people were annoyed by being cheesed by all the Bombs
like Cabal Patriarch, Ashen Firebeast, Vampiric Dragon,
Iridescent Angel and Shower of Coals. OK, so
Shower isn't rare but damn it's GOOD in limited. Regardless...
Chainer is really the only BOMB rare I can see in
Poo on a stick was this long winded! Sorry if I
blathered a bit too much... hopefully you guys got
something out of it. My point overall is I really
liked my first testing of Torment and hope this is a
good sign for Odyssey block overall!
Hope this helps... have fun!