Magic 2014 DOTP Bounce and Boon Strategy
What a crazy deck! With the right build, this deck can't be beat! Its all about the balance between - you guessed it - cards that have boons (or spells/abilities given when they enter the battlefield) and cards that can bounce these boon cards back into your hand, allowing you to play them again. Most of the cards in this deck cost 4 or less, so around mid-game don't be surprised if you are playing 2 or 3 cards in a turn.Sounds like a cool strategy, right? Or does it just sound confusing? If its the latter, don't worry: that's what this article here was written to address. Read on!
Strategy
This deck relies more on the quality of the build than the skill of the player. That said, this deck does require some careful decision-making during play, perhaps moreso than most of the other decks released thus far (with the exception of the new blue and black deck). Basically, you want to have a lot of cards that are inexpensive. That's easy, given that most of the cards in this deck are inexpensive. Think of your high-cost cards as knock-out hits; you can't be all KO punches, or you'd be a sitting duck for a couple of rounds. The trick is to stack the right amount of cheap cards that have boons with the right amount of cards that send these cheap boons back to your hand. You wind up healing yourself a lot, or tapping your opponents cards a lot, OR placing a *ton* of tokens on the board.... etc.To avoid rambling, I'll get right to my suggestions for your build. Assemble and play it! Experience is everything!
Essential Cards
Most Essential:Valor - Has first strike. When placed into graveyard, all creatures have first strike.
Boons:
Stonehorn Dignitary - Oppenent skips next attack turn.
Lone Missionary - Heals for 4 when played
Kemba's Skyguard - Heals for 2 when played
Attended Knight - Has first strike, generates a 1/1 token
Solemn Simulacrum - Draw land when played, draw card when dies
Urbis Protector - places a 4/4 flying angel token on board when played
Blade Splicer - places a 3/3 Golem token on the board. Golemn tokens have first strike as long as this card is on the board.
Kor Hookmaster - Tap an opponent's creature. It doesn't untap during his untap phase for 1 turn.
Bounces: ALL bounces return a card that is on the field to your hand.
Kor Skyfisher (flying, 2/3, costs 2)
Whitemane Lion (2/2, costs 2)
Emancipation Angel (flying, 3/3, costs 3)
Critical Hits:
Captain of the Watch - Places 3 2/2 soldier tokens on the board. All soldiers have Vigilance (which is a lot of soldiers, most cards in this deck are).
Sun Titan - When played, allows placement of a card that costs 3 or less from the graveyard onto the battlefield. Same when attacks.
Vital Enchants:
Light from Within - Grants a +1/+1 to all creatures for every plains symbol in their cost.
Cathars' Crusade - Grants a +1/+1 to all creatures every time another creature enters the board under your control.
Proper Burial - Heals you for an amount equalling the toughness of a creature that you control (when it is killed).
My Deck Build:
Kor Skyfisher (x3)
Lone Missionary (x3)
Blade Splicer
Emancipation Angel (x3)
Kor Hookmaster (x2)
Attended Knight (x3)
Kemba's Skyguard
Solumn Simulacrum
Restoration Angel
Dust Elemental (x2)
Valor (x2)
Stonehorn Dignitary (x2)
Light from Within
Proper Burial
Archon of Redemption (x2)
Cathars' Crusade (x2)
Duplicant
Sun Titan
Sunblast Angel (x2)
Captain of the Watch
Goldnight Redeemer
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