Date: Wed, 13 Aug 1997 14:47:49 +0100 From: Julian Wiffen Subject: Re: Pro Tour: Mainz Training > I created a Random Sealed Deck (used Macic Suitecase). What would you build >out of this Card pool? I think we all can learn alot about Sealed Deck building >this way... Hint - suitcase has various sort options - might be easier to do this if you sort by colour or spell type ..... > >Simon > >Here the Deck: OK - first pass to pick out the good stuff, second to build the deck. >1 Black Knight B BB Smn Knight 2/2 Good early monster >1 Thicket Basilisk G 3GG Smn Basilisk 2/4 Excellent in sealed deck. >1 Azure Drake U 3U Smn Drake 2/4 >1 Fallen Angel B 3BB Smn Angel 3/3 Medium to big fliers are allways strong >1 Knight of Stromgald B BB Smn Knight 2/1 Good early monster >1 Shield Bearer W 1W Smn Soldier 0/3 Banding creatures are allways handy >1 Flood U U Enchantment With enough islands this gives total control of the game >1 Unsummon U U Instant Think of it as counter opponents giant growth, incinerate, enchant creature... >1 Dark Maze U 4U Smn Wall 4/5 Good deterant to stop opponent attacking >1 Weakness B B Echt Crt Crippling a big 'threat' monster is not as good as killing it, but better than having your head smashed in by it >1 Memory Lapse U U Interrupt Very handy to save your creatures from nasty surprises like rock slides >1 Brothers of Fire R 1RR Smn Brothers 2/2 Great - a tim that can fry bigger stuff. >1 Remove Soul U 1U Interrupt Given the number of monsters in this environment, this is a good'un. >1 Prodigal Sorcerer U 2U Smn Wizard 1/1 Lots of 1 toughness things about and a much slower environment than Mirage sealed stuff. >1 Craw Wurm G 4GG Smn Wurm 6/4 Fat monster is allways good. >1 Mesa Pegasus W 1W Smn Pegasus 1/1 Flying and banding. Very handy. >1 Waterspout Djinn U 2UU Smn Djinn 4/4 Really big fliers are game winners >1 Bull Elephant G 3G Smn Elephant 4/4 >1 Panther Warriors G 4G Smn Cat Warr 6/3 Good Fatties... >1 Infernal Harvest B 1B Sorcery Lots of low toughness stuff waiting to be hit >1 Wake of Vultures B 3B Smn Vultures 3/1 >1 Rainbow Efreet U 3U Smn Efreet 3/1 Fliers with a lot of damage dealing potential >1 Miraculous Recovery W 4W Instant This is very powerful - its usually guaranteed to get a surprise creature kill + bring back your best monster. >1 Longbow Archer W WW Smn Archer 2/2 Very good early monster >1 Sun Clasp W 1W Echt Crt One of the best creature enchants (save maro armour) - remember it can be an unsummon for their monster. >1 Infantry Veteran W W Smn Soldier 1/1 helpful guy - makes blocking descisions a lot harder. >1 Breezekeeper U 3U Smn Djinn 4/4 What was I saying about big fliers? >1 Funeral Charm B B Instant Very handy little spell - good for picking of tims and other 'special effects' monsters. >2 Inspiration U 3U Instant Really make a deck flow. Okay - 3 good green monsters, 2 of which need double green - forget it! red - brothers of the fire is nifty, but that's it - dump red! White offers quite a lot of flexible mid-to-late game stuff with only one W in the cast - good minor colour. Blue and black give tons of flyers, creature control and removal - great! I would go with.... 1 Flood 1 Unsummon 1 Weakness 1 Memory Lapse 1 Remove Soul 1 Howl from Beyond 1 Infernal Harvest 1 Miraculous Recovery 1 Sun Clasp 2 Inspiration 1 Breezekeeper 1 Black Knight 1 Azure Drake 1 Fallen Angel 1 Knight of Stromgald 1 Dark Maze 1 Prodigal Sorcerer 1 Labyrinth Minotaur 1 Mesa Pegasus 1 Waterspout Djinn 1 Urborg Mindsucker 1 Wake of Vultures 1 Rainbow Efreet 7 Island 7 Swamp 4 Plains Simple plan. Lock things up on the ground as fast as possible then pound him with the 6 good fliers, supplemented by Tim and the howl from beyond. Try to save creature removal for his fliers - if need be let one of yours die to kill a flier (don't let them sit there eyeballing each other - he might slap a creature enchantment on it when it sees how you plan to deliver the kill) Julian