Friday, October 22, 2010
Limited Magic: Scars of Mirrodin Sealed Deck
I showed you my card pool that I got here. Below is the deck I put together and how I got there.
Green was clearly the weakest color in the pool with only a few playable creatures and almost no tricks. I ruled that out immediately.
White really stood out for me with the card pool: Indomitable Archangel and Glimmerpoint Stag are extremely powerful and arrest is one of the better limited "removal" cards in the game. I also wanted to include red because of the double shatter and the galvanic blast. Finally, blue had some nice options to include but I ended up cutting to only the absolute most useful. Trinket Mage was leveraged to grab spellbombs and then the Lumengrid Drake became a nice removal option along with disperse.
I looked at black for a while but really beyond Instill Infection and Grasp of Darkness there wasn't much going for it. Only the Instill was splashable and I felt blue and red were both better options for those roles.
Finally, I started adding the artifacts. Contagion Engine went in, along with the double tumble magnet. The useful spellbombs, rust tick, and then started filling up from there. I had some trouble cutting the last few artifacts. I had two Darksteel sentinels and ended up having to cut one. The Soliton's also couldn't find their way into my deck either.
I think there are a few ways to go here but I went ahead and focused on removal and powerful finishers and came up with this:
Spells
Galvanic Blast
Shatter x2
Disperse
Arrest
Non Creature Artifacts
Horizon Spellbomb
Origin Spellbomb
Glint Hawk Idol
Barbed Battlegear
Tumble Magnet x2
Contagion Engine
Creatures
Gold Myr
Kemba's Skyguard
Trinket Mage
Rust Tick
Lumengrid Drake
Glimmerpoint Stag
Indomitable Archangel
Ghalma's Warden
Clone Shell
Kuldotha Forgemaster
Darksteel Sentinel
Land
4 Mountain
4 Island
9 Plains
My games have been pretty good and I'm winning more often than losing. One of my opponents landed a Koth and the other a Venser. I've had success against both. Disperse is pretty damn good.
What do you think? Would you guys have done this card pool differently?
I haven't played against either Koth or Venser so I don't know how they are. Koth seems pretty powerful with Iron Myr and a lot of mountains, but otherwise meh- at first look.
ReplyDeleteDisperse is good- but unless you have 4, you're going to need Arrest, WOG or JTN as well because all it does is delay. Not a bad tactic, but certainly annoying if you can't eliminate altogether.
Good job!
Sometimes tempo is all you need. Dispersing one of their group blockers before damage can often result in a 1 for 1 card trade. Dispersing your own creature in response to a kill spell can do the same. Dispersing Venser when your opponent has 7 counters on him and is about to win the game is a great play.
ReplyDeleteBounce is one of the more under-rated abilities in Magic. They are usually an auto-include in limited pools if I'm playing blue.
Eh,You're probably right. I can't play blue to save my dang life. Especially not in draft/sealed.
ReplyDelete