Mind Maze Strategy on Magic 14
The Mind Maze deck is another Planeswalker deck that can be unlocked after you defeat the first four opponents in Innistrad.
These Planeswalker duels are your first chance to choose a deck to unlock by selecting your opponent, so choose wisely! (For more information on the Planeswalkers that you can duel, visit our ____ section.)
This blue deck is aptly named. If you choose to use Jace's Mind Maze deck, then be prepared to completely change your approach to the game. The closest deck to this, as regards playing style, is the Fire deck. Unlike the red deck, the Mind Maze deck is not a direct damage deck. It is a counterspell deck, which means that if you know what you're doing, you can basically keep your opponent from putting anything on the field. There are a few things you must be aware of in order to succeed in using this deck. First, counterspells work on all spells: creatures, instants, etc. Any time you see the card hover with a glowing circle, HIT X to stop time, and if you have a counterspell card, play it. It will keep whatever is about to happen from happening, and if the spell doesn't resolve, it will kick it off the board if it is in the process of being played.
But how do you end the game? This is multi-stage approach that can be built as you see fit throughout the game - take into account whether or not you feel you need to play that counterspell. Your creatures are illusions, meaning that if hit with a spell, they will be sent to the graveyard regardless of damage incurred. But there are four cards in your deck that can stop this, called the Lord of Unreal. These make your creatures hexproof and makes them gain +1/+1 on each illusion. The second card, Phantasmal Image, should be played either after you get a Lord of the Unreal on the board, or after your opponent plays a particularly strong creature. The copies that are made are illusions, so they scale with all of the Lords of Unreal. Chronozoa will self multiply if you can protect it long enough, and it copys itself every three turns. Mind Control lets you steal their strongest creature. But the two final creatures are the best cards in the deck. Sphinx of Magosi allows you to add a permanent counter to it and draw a card, and Roil Elemental allows you to take a new creature of theirs every time you put down a land. Make sure you have these, as well as all counterspell cards in hand, you should do well. If you include Temporal Mastery and Omniscience, you're nearly unstoppable as long as you pay attention.
Difficulties in the Campaign
There are no difficulties in the campaign for this deck!
As you play and unlock new cards for this deck, make sure that you visit the deck manager and remove the excess weight. It is imperative that you keep your deck at a low number, no more than 65, if you want a fighting chance. To understand why it is important to keep your card count low, visit our Starter's Guide.
No comments:
Post a Comment