Friday, June 7, 2013

Under Pressure

(lightly modified from Maze's End Deck by Shunkov)

Land (24, 16 gates)
2 Azorius Guildgate
2 Selesnya Guildgate
2 Simic Guildgate
2 Dimir Guildgate
2 Golgari Guildgate
2 Orzhov Guildgate
1 Boros Guildgate
1 Gruul Guildgate
1 Izzet Guildgate
1 Rakdos Guildgate
4 Maze's End
1 Breeding Pool
1 Hallowed Fountain
1 Temple Garden
1 Godless Shrine

Creatures
4 Gatecreeper Vine
Saruli Gatekeepers

Spells
Aetherize
4 Sphinx's Revelation
4 Supreme Verdict
4 Azorius Charm
4 Urban Evolution
4 Far // Away
4 Abrupt Decay

Sideboard
Centaur Healer
Detention Sphere
Dispel
Treasured Find
???

I wonder how many people sideboard land destruction? Anyway, gameplay is pretty simple: stay alive and get out 10 guildgates and victory with a maze's end. The mana curve is all kinds of wacky with fast green almost a necessity (for the creatures), double blue or double white for the supreme/revelation combo with some black for the highly useful abrupt decay and far//away. Onto the questions

What on earth does a mana curve look like for this? The original had only 10 gates, which allowed 6 more shocklands. Nice for speed, but I'm a little uncomfortable with the delicacy.

I feel my overall mana curve is a little wacky. I just picked cards that I liked and dumped in 4 of each. Urban Evolution and Sphinx's Revelation are both heavy hitters, do I lighten one of them? I'm not quite sure if there's enough to keep me alive early and fast.

Any other missing pieces great for slowdown? Thragtusk?

3 comments:

  1. I feel like 4 main AEtherize and 4 main Verdict is too much. Probably room to cut one or two and insert some utility. Or perhaps since it's control you just want more land.

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  2. If the fragility is your concern, then why two of only some gates? if you lose one of your one-ofs, you are still SoL.

    I think you might want one-of all ten.

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  3. I added a few guildgates because A) it's nice to only have to go digging for one or two with the Maze's End rather then three or more and B) I wanted confidence in having enough gates down for the Sarulis. It's a great point you make though, I'll have to play and tweak.

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