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Nuck if you Buckwild.



 
Reply to topic    Magic-League.com Forum Index -> Lorwyn Block Constructed (LBC)
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R3wind



Joined: 24 Jul 2006
Posts: 977

PostPosted: Tue Sep 09, 2008 11:42 am    Post subject: Nuck if you Buckwild. Reply with quote

Some of you may have seen the rulings question that I posted about Heat Shimmer and Nucklavee. I really wanted to work that in the a deck that came to mind. This is a first draft right off the top of my head so be easy on me.

// Deck file for Magic Workstation (http://www.magicworkstation.com)

// Lands
4 [EVE] Cascade Bluffs
4 [EVE] Flooded Grove
4 [SHM] Reflecting Pool
4 [LRW] Vivid Creek
4 [LRW] Vivid Grove
4 [SHM] Island (2)
2 [SHM] Mountain (4)

// Creatures
4 [SHM] Kitchen Finks
4 [LRW] Mulldrifter
4 [EVE] Nucklavee
3 [LRW] Garruk Wildspeaker

// Spells
4 [LRW] Broken Ambitions
4 [LRW] Cryptic Command
4 [SHM] Firespout
4 [LRW] Incendiary Command
2 [LRW] Heat Shimmer
1 [SHM] Turn to Mist

// Sideboard
SB: 4 [LRW] Moonglove Extract
SB: 3 [SHM] Wheel of Sun and Moon
SB: 3 [MOR] Mind Shatter
SB: 3 [LRW] Primal Command
SB: 2 [EVE] Call the Skybreaker

Well so far I do very well in the three matches vs Archon Toast. I am thinking about dropping the Heat Shimmer engine and Turn to Mist for Guile! I think that would allow for a quicker win once the lock is on. FYI the lock is now, Nucklavee, Incendiary Command, and Cryptic Command. This would leave me without a real way to win other then Incendiary Command to the face and that's still good for the win. With Guile in the deck over the Heat Shimmers that would provide crazy amounts of card advantage and a better soft lock with Nucklavee.

The side is to provide a way out vs Kelpie+Crime. Also I needed a way to get past RDW and all of the burn that they will toss at my dome before I can lock the game. The 5 color elemental match seems very poor presideboard. Kithkin is untested so far and does not seem very good on paper. I would say the same thing for Faeries. Merfolk should be a win if I can stabilize at like 10 or 12 life.

Comments that further the deck would be very nice.

Thank you for your time,

R3wind
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Zapgaze



Joined: 20 Aug 2008
Posts: 15

PostPosted: Tue Sep 09, 2008 3:34 pm    Post subject: Reply with quote

I spy with my little eye too many lands that don't produce useful mana on the first turn/turn they are played. If you draw into a hand of those, you have a situation on your hands. Try some more basic lands instead of 4 ofs of the filter lands.

PS. Garruk is not a creature Wink
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R3wind



Joined: 24 Jul 2006
Posts: 977

PostPosted: Tue Sep 09, 2008 5:04 pm    Post subject: Reply with quote

MWS think that he is.
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ckfnpku



Joined: 18 Mar 2008
Posts: 17

PostPosted: Wed Sep 10, 2008 3:55 am    Post subject: Reply with quote

Zapgaze wrote:
I spy with my little eye too many lands that don't produce useful mana on the first turn/turn they are played. If you draw into a hand of those, you have a situation on your hands. Try some more basic lands instead of 4 ofs of the filter lands.


Doesn't matter since he has no 1 drops and only 4 cards he can play on turn 2. Which is the main problem with the deck.
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R3wind



Joined: 24 Jul 2006
Posts: 977

PostPosted: Wed Sep 10, 2008 4:51 am    Post subject: Reply with quote

Yeah the deck is really slow. It's a shame that we do not have Signets anymore. If I did not need Firesprout for removal so badly I would at least play Devoted Druid or that Scarecrow that makes mana.

I think the idea is sound but as a first draft this is not as good as it could be.

Any ideas woulkd be great.
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