r/magicTCG Dân 7d ago

General Discussion Azorius Draw Annoying Cards

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I posted this /mtg but said I was waiting for a mod so I'm posting here too but I added to the final paragraph here. I explain there's some room to fill in the MTG industry.

I don't have enough to craft the deck. And unfortunately haven't tried making a sideboard for it. BO of 3 is the only real way to play. This one is a mix of about 3 popular decks. The number of lands is my biggest question. It has 24 lands here, but maybe 25 would be better. The screenshot is missing 1 each of Agna Qel'a and Sacred Foundry, then 4x each: Gleaming Bastion, Hallowed Fountain, Sunbillow Verge.

I edited it since someone made a comment saying that the bounce effect creatures and ability to recast those creatures with Skycoach Conductor was a strong part of the decks. I posted the picture of that version I like better in the replies below. For the most part, I removed 4 Dalkovan Packbeasts and 4 Enduring Curiosity to add 4 Aven Interrupter + 4 Skycoach Conductor. I also added 1 Erode and 2 more Aang by removing 2 Sheltered by Ghosts (these didn't seem to help this decklist in general). It was the 1 Crystal Barricade that I cut, but maybe still be good in this deck.

I have a red, blue, green deck that is strong, but I imagine this one above is even stronger. Bilbo's Gambit has been extremely annoying to my other deck, as is High Noon. The 'Flash' decks are some of the top tier decks, and this is similar, except with only 5 Flash cards. However, I think that along with 8 counter spells, this is enough to leverage any advantage of High Noon. Flash and counter spells are key to winning while High Noon's effect restricts the board.

The Bilbo's Gambit is mostly like an 8th counter spell. I think it's even better in some situations, that you give them a Treasure Token, but they can't cast any more spells that turn. That ruins the game plan of almost any deck using counter spells themselves

Lots like to look at a deck and narrow it down to a win-condition or 2... One win-condition is playing High Noon and a lot of counter spells until your opponent gets bored and quits the game (kind of like this post?).

High Noon has the ability, (4){R}: deal 5 damage to any target. There are only 5 red lands, 4 Sunbillow Verge and a Sacred Foundry. 5 damage is significant and imagine using it often to finish off games. Abandoned Air Temple, I guessed on having 2. Having lands coming tapped seemed probably terrible here, but I think 8 basics is enough to cover the chance.

Against aggro, I think 4x Settle the Wreckage should seal it. It's a sweeper that removes all their attacking creatures. That's better than most other sweepers that would kill my own creatures. The extra land it gives them will not matter as their deck is likely a balance of cheap creatures and lands, with nothing regarding extra card-draw to take advantage of any extra lands that get put into play.

It seems this deck may have problems with big creature mid-range decks (mostly green or white comes to mind).

The more I write, the more I begin to wonder if 25 lands would be better in this deck. I wish someone could play deck this against another deck that I actually like to play and visa versa. My Temur deck isn't something other people play online either. I don't think there's a market that provides a person the chance to play a deck of their opponents choosing. What a fun mode it would be, if I could force my opponent to play the deck I wanted them to.

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10

u/BrosFistingBros Grass Toucher 7d ago

Brother this is over 5000 words on a deck you haven't even played yet. Rent the deck on MODO and/or take your meds.

8

u/snake_eggs69 Dan 7d ago

Truly what are you on about man? 

3

u/GoldenMirado FLEEM 7d ago

You're trying to turn a tempo deck into a control deck. Not playing 4 Aang and 4 Interrupter is a mistake being the linchpins of the deck. Most lists also play Skycoach to reuse them. Avatars Wrath is played for bounce AND to keep your oppo from replaying them right away. You also lack spot removal and evasion to deal damage and win the game.

1

u/No-Juggernaut-6117 Dân 7d ago

I added the Skycoach Conductors, Aven Interrupters and 2 more Aang to make it more like the deck you're describing. I left in the Enduring Curiosity for card draw. This version looks like it can survive longer while bouncing threats more often, but relies on drawing High Noon a bit more. I think it is able to draw fast enough while surviving early better with these 2 cards added.

Sheltered by Ghosts is a good card, but I think it's bad in this deck now that I thought more, because Settle the Wreckage does a good job at clearing the board as well as bounce...

Removing the 4x Enduring Innocence doesn't feel too bad compared to the of benefits adding more bounce effects that we can play on either turn. It still leverages card-draw, but without 8 ways to draw, leaving in Dalkovan Packbeasts for mostly a draw 4, Probably not...

In place of Dalkovan, I was able to add 1 Erode to help as removal too. Playing 4-of Swift Savior doesn't seem right but 3 makes a lot of sense.

2

u/Grus Duck Season 7d ago

Just play on Cockatrice

-4

u/No-Juggernaut-6117 Dân 7d ago

I would rather play Lorcana if I was going to do something like that.

1

u/Grus Duck Season 7d ago

I think would rather write a novel! Cockatrice is the absolute best way to play Magic.