Showing posts with label Poison legacy deck. Show all posts
Showing posts with label Poison legacy deck. Show all posts

Wednesday, December 5, 2012

1st Legacy Deck Version 3.1 A Infect/Poison Deck

The following is my newest Legacy Infect deck:
http://craig-hamilton-mtg.blogspot.com/2013/02/a-fairly-casual-poison-legacy-deck-30.html
1/2/2013 last update

The Original Title Was:  A Fairly Casual Poison Legacy Deck That Doubles as a Poison Pauper Deck
The Legacy Deck Is as Follows:
Land: In Legacy 22, In Pauper 22
4 Inkmoth Nexus
4 Breeding Pool
2 Verdant Catacombs
2 Watery Grave
1 Guilt-leaf Palace
1 Darkslick Shores
4 Forests
2 Islands
2 Swamps
Green Cards: 22 In Legacy
4 Mutagenic Growth (2 In Pauper)
3 Giant Growth
4 Groundswell
3 Rancor
4 Invigorate
4 Glistener Elf
Blue Cards: 10 In Legacy
3 Distortion Strike
4 Blighted Agent
3 Spell Pierce
Black Cards: 6 In Legacy
4 Plague Stinger
2 Virulent Swipe
Having 4 Melira, Sylvok Outcast is a good idea for a sideboard, especially since via the law of Legendary Creatures, one destroys another, such that if your opponent is playing poison, then you will have some really good defense.

 

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.