Saturday, October 20, 2012

1st Legacy Deck Version 2.1 Win In 2 Turns Poison/Infect – Thanks for Those Who Helped

This is the newest Legacy Infect Deck of Mine
http://craig-hamilton-mtg.blogspot.com/2013/02/a-fairly-casual-poison-legacy-deck-30.html
Updated 11/2/2012



Land: 23
4 Inkmoth Nexus
4 Breeding Pool (Forest Island)
4 Overgrown Tomb (Swamp Forest)
4 Watery Grave (Island Swamp)
2 Island
3 Forest
2 Swamp

Sorcery, Instant, Enchantment: 25
3 Spell Pierce
4 Invigorate
4 Mutagenic Growth
4 Groundswell
3 Rancor
3 Giant Growth
4 Distortion Strike

Creatures: 12
4 Plague Stingers
4 Blighted Agent
4 Glistener Elf
 

Sunday, October 14, 2012

Commentary on My Poison Legacy Deck - Response to a Complaint



“12 creatures is not enough” – That is why I have 4 Commune with Nature in this deck.

Not all games end without a fight.  The reason for the higher mana costing cards is to have a strong response toward the end of the game.  True it may already be over, but not necessarily.  In the event of a hard fought game, even with poison, it can be very useful to have a few cards that cost more mana to cast.  If you notice, I don't have many high mana cost cards, and there is good reason for that.

Inkmoth Nexus creates a land problem.  I have to be able to tap for various colors to play my other cards, such that this card becomes a nonstarter.  I don't know of any single card that taps for blue, green, and black at the same time to date, such that I might even think of including Inkmoth Nexus.  My 12 colored creatures, either blue, black, or green, and my boosters make it so that I need either a fetch land or a land that taps one way or another in order to get a creature out on turn 2, or to slam my opponent with a booster or two or three on turn 3.  That is, I have too many colored spells in my deck in order to include an Inkmoth Nexus.

With respect to land, it is hoped that I get a 1 land that comes in tapped on turn 1.  Thus, turn one is only creates a foundation for play.  It is on this turn that I am more likely to fetch, or play a land that comes into play tapped, and then pass a turn only doing that.  The odds are good that I will be able to do this.  2/3 of my land is this way.

The way this works is that the land that comes into play tapped or the land that makes you go fetch is contains a necessary color that you can use a basic land on your second turn, or 3rd turn.  On the second turn, you play a land that does not come into play tapped, such that you can play a creature.  Then, on turn 3 or 4 its balls to the walls with the instant booster cards.

I have Seaside Citadel in there because I live in a house that is practically on the waterfront, like a Seaside Citadel.  It’s a card relative to my legacy that works in my deck.  That it can tap for white is virtually inconsequential to play.  Sure, there are other cards I could use, but this is the card I wanted to use.  The same is true with, “Salt Marsh.”

That attitude seems like you are seriously worried that my deck is a threat because if it wasn’t actually a threat, then you probably wouldn’t have even bothered to comment.  For example, this deck that I recently posted is stronger and more competitive than my others, and that is why I am not surprised that it is getting more attention from folks like yourself.

Friday, October 12, 2012

1st Legacy Deck Version 1.1 – Win In 3 to 5 Turns

This blog is out of date.  Here are the updates from newest to oldest:
http://craig-hamilton-mtg.blogspot.com/2013/05/1st-legacy-deck-infectpoison-version-50.html
http://craig-hamilton-mtg.blogspot.com/2013/02/a-fairly-casual-poison-legacy-deck-30.html
http://craig-hamilton-mtg.blogspot.com/2012/10/improved-poison-legacy-deck-black-blue.html
http://craig-hamilton-mtg.blogspot.com/2012/12/a-fairly-casual-poison-legacy-deck-that.html


Land: 24
4 Forest
2 Island
2 Swamp
4 Evolving Wilds (Sacrifice and search for a basic land)
4 Terramorphic Expanse (Sacrifice and search for a basic land)
2 Gilt-Leaf Palace (Black and Green)
Seaside Citadel (Green, Blue and White)
Salt Marsh (Blue and black)
2 Jwar Isle Refuge (Blue and black)
1 Arcane Sanctum (Blue and black {white})
1 Dark Slick Shores (Blue and black)

Instants and Sorcery: 22*
4 Mutagenic Growth
3 Groundswell
2 Titanic Growth
1 Monstrous Growth
3 Giant Growth
1 Might of Oaks
4 Distortion Strike
4 Commune With Nature
*The essential goal is to boost creatures

Artifacts: 1
Strider Harness

Enchantments
2 Tricks of the Trade


Creatures: 12**
4 Plague Stingers
4 Blighted Agent
1 Hand of Praetors
1 Corpse Cur
1 Putrefax
1 Blight Mamba
**Because of “Commune With Nature,” it is as if this deck has 16 or more creatures though it actually only has 12.

This blog is out of date.