shaistyone says... #2
Yeah, remove the 'that costs 10!?!' and it seems pretty good. ;)
October 12, 2010 12:30 p.m.
I playtested this deck, and Aladdin's Lamp seems really bad, even when you can cheat it into play.
December 6, 2014 3:53 p.m.
shaistyone says... #4
Oh, it is bad. The effect is actually pretty underwhelming compared to something like Tomorrow, Azami's Familiar.
It's mainly in there for hilarity purposes...
December 10, 2014 12:44 p.m.
I actually managed to play the (I forget the name) draw cards equal to the highest CMC among permanents you control. Drawing 10 almost made up for the lamp's drawback.
December 10, 2014 2:16 p.m.
broitsjustagame says... #6
Okay Jason, I'm loving your decks and this one definitely caught my attention; I have to know what the strategy/shenanigans are for this one! I'm guessing that you're trying to mill out other players by making them draw cards and then discarding them? (Also a funny story about this deck would be greatly appreciated :P)
March 6, 2016 12:46 p.m.
shaistyone says... #7
No, the most typical path to victory is absurd numbers of extra turns. Or infinite turns, that works too.
In terms of gameplay, you are totally focused on drawing as many cards as possible. Many games reach the point where you have 20+ cards in hand. Once you untap with that much of a resource advantage, it is pretty much over.
The symmetrical draw, and the benefits of Braids all serve as political lubricant to keep you alive until you go off. As an example, I was one of the few people I talked to who understood the banning of Trade Secrets. I can't recall a game where I cast it where I drew less than 12 cards. I also can't recall a game I cast it where I didn't win. ;)
Silliest play sequence? I cast Braids on turn 4. One player pretty much begs the table to kill Braids. He knew what the deck was capable of, but couldn't convince anyone to take action. It comes back around to me with all the players who can interact with me tapped out. I untap, drop Caged Sun into play naming blue with Braids, and then cast Time Stretch. The next turn I use Call to Mind to get it back, and cast Recurring Insight to fill my hand. It wasn't very long after that that the table conceded when I had infinite turns with a Sphinx of Magosi in play. No one else EVER got another turn...
March 6, 2016 4:55 p.m.
broitsjustagame says... #8
Wow that is pretty freaking awesome I must say haha, very well built. Ever thought of Consecrated Sphinx?
March 26, 2016 12:45 a.m.
shaistyone says... #9
It was in there, but it tended to attract too much negative attention. This deck really works best when it flies under the radar.
I really do miss Trade Secrets though. It never failed to draw me at least 12 cards. I can understand the ban though; I never lost a match after I cast it... :)
r3h0ld3r says... #1
+1 for card:Aladdin's Lamp
October 12, 2010 10:08 a.m.