Pretty quickly I was able to narrow it down to three colors. Let's take a look:
Red!
9 playable creatures, 4 removal and a combat trick. Of the playables, we have three 2-drops.
Grrrreen
5 creatures, 1 combat trick, 2 land-hunting. One creature is a 2-drop (sort of)
White!
6 creatures, 4 removal and three combat tricks. Two 2-drops.
Also of relevance:
A stone-cold bomb, a nice 4 drop, and an on-color dual land (never bad).
I really wanted to go red/white, I really did. Sweet combat tricks, super solid removal: let's fucking dance. But only five 2-drops (and one of those a life-gaining 1/3) I don't think an aggressive deck makes. So instead I went for a heavy land-fetching, red/green landfall mess. I was worried that it wasn't fast enough to be fast nor big enough to be slow, but I think it's the better deck. Basically try and hold on and stick one of my two bombs.
Deck!
Once in red/green, it was pretty straight forward. The only hard cuts were one of the Stonefury (five mana removal) and the 2/4 Giant Spider (insufficient aggression and/or ramp)
Creatures (16)
Spells (7)
Lands (17)
x9 x6Stay tuned next week (or, uh, tomorrow) for a match recap and some of the hilarious cards I bumped into.
No comments:
Post a Comment