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This deck was originally designed to be a jund flavored land destrucion deck, but we found it was too slow. we decided to add mox diamonds and ancient tombs and city of traitors to kick it up a notch. afer that we found it was still to slow. And that when i found smoke stack. The deck underwent radical changes to fit for a lockout combo between trinisphere, smokestack(set to 1), and crucible of worlds. i later went mono white for Armageddon and ghostly prison, and a few sideboard options. The deck plays a lot like a combo deck, you kind of just ignore your opponent while you set up. the advantage with this deck is that all your "combo pieces" can severely hinder your opponents play. some critical things to remember when playing is: 1. I vary rarely run smokestack higher than 1, only when its really necessary. the deck will almost always put out at least 1 permanent per turn, so don't feel uncomfortable starting the engine early. 2. with smokestack, sack permanents before adding the counters. 3. A turn 1 trinisphere can often times be game, and can cause some people to even scoop. sometimes its worth keeping a defunk hand to play a T1 Trini. 4. careful not to overextend, or at least not when they have lands to play. , The last important thing to know when piloting this deck is when to Armageddon. you don't just want to jump in and do it as soon as you hit 4 mana. there is quite a bit of timing to it. To a degree you need to understand what you are playing against. Typically you want to pop the cap right before they stabilize, generally between 4 and 5 lands. against tempo deck i tend to wait for them to miss a land drop. You also have to be prepared to part with your lands first. The advantage of Armageddon is that your ready to have no land and they arnt. there are 30 lands in the deck though so building a few extra lands in your hand isnt hard, and don't worry about loosing more than them, because you will have crucible to back it up.

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Date added 12 years
Last updated 11 years
Legality

This deck is Legacy legal.

Rarity (main - side)

10 - 4 Mythic Rares

38 - 7 Rares

6 - 0 Uncommons

0 - 4 Commons

Cards 60
Avg. CMC 2.60
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