The meat and potatoes of the deck, this is where we’ll spend the majority of our time, mana, and critical thinking.
Both pieces of our main combo lack any sort of defensive shielding or built in evasion, so it’s entirely on our shoulders to keep things stable and the path to victory clear. A three pronged strategy of Bounce spells, Counter magic and the ability to push damage through no questions asked is how we intend to carve out a win.
Bounce spells
•When your opponent says “Yes, yes” to some grave threat entering the battlefield, Vapor Snag says “No, no” and bounces it back to their hand, setting them a pace behind schedule.
•You Come to a River and need to gauge the situation to determine if it’s necessary to return to sender one of the enemy’s creatures.
•Memory Lapse is more Counterspell than bounce spell, but I’ll list it here anyway as it’s a rather sadistic kneecapping where tempo is concerned.
Counter magic
•Spell Pierce owns the early game, fizzling a wide range of cancerous possibilities.
•Counterspell is the king of all counterspells, and will have no trouble being cast in mono .
•Since it’s highly unlikely we will die from damage before we get our combo pieces ready, our main priority is more to protect said pieces once they appear. Turn Aside is a cheap and effective way to do just that.
•Again, Memory Lapse is just so good at shattering morale. Nothing stings as badly as knowing your next draw won’t be anything except what was supposed to already have been played a whole turn prior. It’s a favorite of mine ^_^
•Lazotep Plating is the only card I’m not 100% certain about. It’s here on a trial basis. Never reached a scenario where I’ve had to use it yet, but it has theoretical value—at least until proven otherwise. If it doesn’t perform well enough, I suppose I’ll replace it with more countermagic.
Unblockabilityness…
Bad grammar aside, pushing damage through when we are ready for the win is a concern. Without Trample, we have to rely on spells to accomplish this, which is why we run Infiltrate, Distortion Strike and You Come to a River.
•Infiltrate is as straightforward as you can get. We only run 2 copies because it does nothing else. However, Instant speed still has its merits, so it stays.
•Distortion Strike has the downside of being a Sorcery, but has the advantage of Rebound if things somehow go awry. At least we get a second try next turn for free.
•You Come to a River works wonderfully in the deck, a real multitasker. Pick option 2 when you’re ready to push that damage through.