MUC Draw-Go still viable?
Deck Help forum
Posted on Aug. 28, 2012, 3:09 a.m. by Hermeezey
I have always been a fan of MUC decks back in the day. After not playing Magic for a few years, I found that a lot of the standard meta-game tends toward stompy and fast Naya-Pod and Delver decks. I was wondering if MUC Draw-Go would still be viable in a standard FNM Tournament. If so, how would you build it?
@Azure124, that was very helpful. I was thinking of a way to get around Cavern of Souls like using Spreading Seas , but I guess spot/mass removal is the more straightforward and efficient answer. Thanks!
Azure124 says... #2
control can still be a viable but it would be more board sweeps and spot removal than actual counter spells due to Cavern of Souls being a heavily used card.
my way to build control would be -4x Mana Leak -3x card:Black Sun's Zenith-3x card:Curse of Death's Hold -3x Day of Judgment -3x Terminus -3x Go for the Throat -3x Oblivion Ring -2x Wurmcoil Engine -2x Consecrated Sphinx -4x Snapcaster Mage -1x Elesh Norn, Grand Cenobite -2x Karn Liberated -1x Grave Titan -4x Darkslick Shores -4x Seachrome Coast -4x Drowned Catacomb -4x Isolated Chapel -3x Island -3x Plains -4x Swamp
this should be a deck that has so much removal that any deck facing it should not be able to get anything going. this isn't draw go but its the closest to control in standard right now
August 28, 2012 10:47 a.m.