Subject: Time deck in revision V1.1 Date: Thu, 30 Oct 1997 10:12:58 +0100 From: Nestor Rodriguez Hi mates! A few days ago, I posted one of those time decks on the list. Basically it was a Black\blue deck with all those delay spells you can find. After testing it consistenly against a stompy variant (winning surprisingly a lot even if the deck is quite slow) and loosing really often agains Green power (the bigger brother of stopy, with big quick hitters like ants, centaurs, maros, etc...) and a black deck, I've relized that the deck plays fairly well, and is somehow consistent, but it lack of a genious touch. One of the biggest weaknesses my deck had was the lack of big finishers (yes, he has no hand, you've done it! but you are still holding some agonizing memories and stupors, but don't have any threat out at all, so he'll keep casting everything he draws and you won't be able to win). The deck somehow got into a stalled situation, and would not be able to play any card, as almost all of them are countermessures against things he does not have. As he keeps playing everything he draws, and I don't have any serious threat out, he will be likely to win, even if I manage to complitely shut him down.... This brought me to the idea to alter the deck slightly, in order to make it more consistent against this heavy critter decks, and add a few finishers.... My personal choice was Mono-blue, almost in th old stile, with a lot of delay cards a bunch of counterspells and heavy fliers... This is my new playtesting version. Time V1.1 Revision Delay cards 4 Memory Lapse (a must) 4 Time Ebb 4 Capsize (the real power) 4 Man'o'war 4 Boomerang (the little brother of capsize) Engine 4 Sapphire Medallions (I profit a lot of these) 4 Wispers of the Muse 4 Ophidian (for noore drawing power) Counter Power 2 Dissmis (test phase) 2 Counterspell Finishers 3 Air elemental Lands Now, to the lands, I'm going to test a new conficuration, which is adding a large number of fetch lands to for deck-thinning purposes. In this version I'll only add 6 and see how it goes... 4 Quicksands (a must) 3 Bad River 3 Flood Plain 11 Islands As you can see this deck follows one of the maxims of Magic. 'If you gather a lot of GOOD cards, you will very likely have a GOOD deck' I'll start testing this as soon as possible, and again, comment my results if I have any. I'll like to hear some comments, and will be glad to answer all your questions and suggestion concerning the deck. Regards to everybody! PS Is the list still doing nuts, or what? Read'ya! ------------------------------------------------------------------------------- Nestor Rodriguez Vilanova "Probably the best Mtg Player ever to come out of the Canary Island (The rest is still there...:) ) "Magic is like life, many people play, few get to master it" -------------------------------------------------------------------------------