Post by eunhathes on Dec 21, 2005 22:12:05 GMT -5
DUSc IDD (Iconic Dimir Design)
Type 2 Blk/Blu Control
eunhathes Build
64 Cards (+15)
17DEC 2005
(9TH/COK/BOK/SOK/RAV)
Deck List
\\ Creatures (6) //
2 Circu, Dimir Lobotomist - RAV - 1
2 Sakashima the Imposter - SOK - 1
1 Meloku, The Clouded Mirror - COK - 1
1 Uyo, Silent Prophet - COK - 0
\\ Other Spells (30) //
4 Mana Leak - 9TH - 4
4 Remand - RAV - 4
4 Hinder - COK - 4
4 Telling Time - RAV - 2
4 Glimpse the Unthinkable - RAV - 1
4 Twincast - BOK - 0
3 Clutch of the Undercity - 9TH - 3
3 Last Gasp - RAV - 3
\\ Artifacts (4) //
4 Dimir Signet - RAV - 4
\\ Lands (24) //
4 Underground River - 9TH - 0
4 Waterveil Cavern - CHK - 4
4 Watery Grave - RAV - 4
4 Dimir Aqueduct - RAV - 4
4 Duskmantle, House of Shadows - RAV - 2
1 Mikokoro, Center of the Sea - SOK - 1
1 Boseiju, Who Shelters All - COK - 1
1 Minamo, School at Water's Edge - COK - 1
1 Shizo , Death's Storehouse - COK - 1
\\ Sideboard (15) //
4 Hideous Laughter - COK - 2
3 Mind Bend - 9TH - 0
3 Evacuation - 9TH - 3
2 Night of Soul's Betrayel - COK - 2
2 Persecute - 9TH - 2
1 Boseiju, Who Shelters All - SOK - 1
Mana Curve
CC Qty SB
1 0 3
2 31 0
3 4 0
4 7 9
5 1 3
6 1 0
Explanations
Circu, Dimir Lobotomist: Obviously the Lobotomist is the most important component in the deck. Every spell you dump out simply fuels his in game banned list. Especially play things like Clutch of the Undercity or Glimpse the Unthinkable for even further impact.
Twincast: On its own, it makes a mean Remand/Telling Time/Last Gasp/opponent's spell. With Circu, it adds a sharp edge to his scalpel in a addition to whatever spell you've cast. With Circu and Glimpse? 25 cards scalped for four mana is my idea of a bargain. Throw in another Uyo/Twincast/Glimpse/Sakashima for even more pain and hurt.
Uyo, Silent Prophet: This is one part beatdown option, one part raw tactics. Uyo is a repeating Twincast for almost everything in the deck. Thrown with Circu, she becomes a violent scalping engine. Remember: Copy the Twincast!
Duskmantle, House of Shadows: Notice the chart below? Well, sometimes that one more card doesn't hurt. Also, if you plan on Hinder, then plan on Duskmantle!
2cc Curve: This is the important and painful part. There is no 1cc spell in the deck. This means that agro is really being made to answer for its speed. Combo is hard pressed to stop it because the counters are so cheap. Control might well be the toughest matchup, as it will run harder counters and be far more patient. Remand/Telling Time/Clutch has it's distinct use and still can dig into the deck. The only problem the deck runs into is the waiting game until it hits the cards it needs and the optimal 6 mana mark. Oddly enough, the 2cc curve allows the deck to do just that.
Lack of Basic Lands: The idea of running two colors with basic lands is a simply frustrating point. Why be stuck without the UUUB you need to Twincast a Glimpse, when you have SIXTEEN lands that prodce both colors active in the Standard environ? This same logic applies to other "two-tone" decks. Even enemy color decks have 12 such lands. Running anything else would be simply silly.
Last Gasp/Hideous Laughter/Night of Souls Betrayel: For the weenie in all the decks out there. Listed in descending power but ascending staying power, these three cards are what makes this creatureshy deck friendly. Laughter won't kill the important creatures, and NoSB will drive the weenie into the ground. Remember to provide cover fire for it when you need to.
Meloku, the Clouded Mirror: The other, other victory condition. Meloku is there for when all else has failed and you still have a few points of damage you need to deal. Also, Meloku prooves exceptionally useful agains weenies.
Sakashima the Imposter: In a world where Circu reigns, what could a diligent milling planeswalker ask for? Another Circu! This could easily lead to a dozen different "How many Circus does it take..." jokes. The point is that another Circu on the table fuels everything the deck does.
Dimir Signet/Dimir Aqueduct: This deck sets up in six turns. Holding the line until means having access to even more mana. If there is little harm or damage in dropping a Signet on turn 3 followed by an Aqueduct, why not run them? Sure, each one only produces one more mana for each one in play, but on turn four, a single Signet, Aqueduct, and two other lands produces 5 mana. The following turn, another Signet and 'Duct later, we have eight instead of five. The practicality is arguable, but the benefit still obvious.
Charts and Diagrams
Debate
Telling Time -vs- Consult the Necrosages
At a distinct speed advantage, Telling Time is the fastest way to get what you are after. The best card in your top three is the quickest way to find your components. However, Consult is obvious Circu fodder. Compound with the "or" in the text box, and you have an incredibly versatile card waiting for a deck to get played in.
Clutch of the Undercity -vs- Boomerang
While useful as life loss and Circu fodder, Clutch is obviously superior. It even doubles as a tutor as needed! Boomerang is simply fast. Colored mana isn't even a consideration at this point, so either card is equally applicable. However, Clutch is the more versatile.
Mind Bend -vs- Cranial Extraction
Something is needed to equally mess up the board. What better than a card that will singlehandedly destroy the opponents chances of playing spells? Mind Bend is a second game card designed to mess up such cards as Boil and Farseek. Cranial extraction, though potent, pales in comparison with Circu. It would almost make more sense to sideboard 2 more Circus and a Sakashima!
Credits
Ver1:
Special thanks to Circu and his wife, Uyo.
eunhathes.proboards30.com
www.magicthegathering.com
www.starcitygames.com
www.mtgsalvation.com
Type 2 Blk/Blu Control
eunhathes Build
64 Cards (+15)
17DEC 2005
(9TH/COK/BOK/SOK/RAV)
Deck List
\\ Creatures (6) //
2 Circu, Dimir Lobotomist - RAV - 1
2 Sakashima the Imposter - SOK - 1
1 Meloku, The Clouded Mirror - COK - 1
1 Uyo, Silent Prophet - COK - 0
\\ Other Spells (30) //
4 Mana Leak - 9TH - 4
4 Remand - RAV - 4
4 Hinder - COK - 4
4 Telling Time - RAV - 2
4 Glimpse the Unthinkable - RAV - 1
4 Twincast - BOK - 0
3 Clutch of the Undercity - 9TH - 3
3 Last Gasp - RAV - 3
\\ Artifacts (4) //
4 Dimir Signet - RAV - 4
\\ Lands (24) //
4 Underground River - 9TH - 0
4 Waterveil Cavern - CHK - 4
4 Watery Grave - RAV - 4
4 Dimir Aqueduct - RAV - 4
4 Duskmantle, House of Shadows - RAV - 2
1 Mikokoro, Center of the Sea - SOK - 1
1 Boseiju, Who Shelters All - COK - 1
1 Minamo, School at Water's Edge - COK - 1
1 Shizo , Death's Storehouse - COK - 1
\\ Sideboard (15) //
4 Hideous Laughter - COK - 2
3 Mind Bend - 9TH - 0
3 Evacuation - 9TH - 3
2 Night of Soul's Betrayel - COK - 2
2 Persecute - 9TH - 2
1 Boseiju, Who Shelters All - SOK - 1
Mana Curve
CC Qty SB
1 0 3
2 31 0
3 4 0
4 7 9
5 1 3
6 1 0
Explanations
Circu, Dimir Lobotomist: Obviously the Lobotomist is the most important component in the deck. Every spell you dump out simply fuels his in game banned list. Especially play things like Clutch of the Undercity or Glimpse the Unthinkable for even further impact.
Twincast: On its own, it makes a mean Remand/Telling Time/Last Gasp/opponent's spell. With Circu, it adds a sharp edge to his scalpel in a addition to whatever spell you've cast. With Circu and Glimpse? 25 cards scalped for four mana is my idea of a bargain. Throw in another Uyo/Twincast/Glimpse/Sakashima for even more pain and hurt.
Uyo, Silent Prophet: This is one part beatdown option, one part raw tactics. Uyo is a repeating Twincast for almost everything in the deck. Thrown with Circu, she becomes a violent scalping engine. Remember: Copy the Twincast!
Duskmantle, House of Shadows: Notice the chart below? Well, sometimes that one more card doesn't hurt. Also, if you plan on Hinder, then plan on Duskmantle!
2cc Curve: This is the important and painful part. There is no 1cc spell in the deck. This means that agro is really being made to answer for its speed. Combo is hard pressed to stop it because the counters are so cheap. Control might well be the toughest matchup, as it will run harder counters and be far more patient. Remand/Telling Time/Clutch has it's distinct use and still can dig into the deck. The only problem the deck runs into is the waiting game until it hits the cards it needs and the optimal 6 mana mark. Oddly enough, the 2cc curve allows the deck to do just that.
Lack of Basic Lands: The idea of running two colors with basic lands is a simply frustrating point. Why be stuck without the UUUB you need to Twincast a Glimpse, when you have SIXTEEN lands that prodce both colors active in the Standard environ? This same logic applies to other "two-tone" decks. Even enemy color decks have 12 such lands. Running anything else would be simply silly.
Last Gasp/Hideous Laughter/Night of Souls Betrayel: For the weenie in all the decks out there. Listed in descending power but ascending staying power, these three cards are what makes this creatureshy deck friendly. Laughter won't kill the important creatures, and NoSB will drive the weenie into the ground. Remember to provide cover fire for it when you need to.
Meloku, the Clouded Mirror: The other, other victory condition. Meloku is there for when all else has failed and you still have a few points of damage you need to deal. Also, Meloku prooves exceptionally useful agains weenies.
Sakashima the Imposter: In a world where Circu reigns, what could a diligent milling planeswalker ask for? Another Circu! This could easily lead to a dozen different "How many Circus does it take..." jokes. The point is that another Circu on the table fuels everything the deck does.
Dimir Signet/Dimir Aqueduct: This deck sets up in six turns. Holding the line until means having access to even more mana. If there is little harm or damage in dropping a Signet on turn 3 followed by an Aqueduct, why not run them? Sure, each one only produces one more mana for each one in play, but on turn four, a single Signet, Aqueduct, and two other lands produces 5 mana. The following turn, another Signet and 'Duct later, we have eight instead of five. The practicality is arguable, but the benefit still obvious.
Charts and Diagrams
Spells | Scalp | Turn | Loss |
Glimpse | 10 | 2 | 19 |
Circu | 12 | 5 | 24 |
Twincast | 25 | 5 | 37 |
Sakashima | 30 | 6 | 44 |
Uyo (x1) | 44 | 6 | 59 |
Debate
Telling Time -vs- Consult the Necrosages
At a distinct speed advantage, Telling Time is the fastest way to get what you are after. The best card in your top three is the quickest way to find your components. However, Consult is obvious Circu fodder. Compound with the "or" in the text box, and you have an incredibly versatile card waiting for a deck to get played in.
Clutch of the Undercity -vs- Boomerang
While useful as life loss and Circu fodder, Clutch is obviously superior. It even doubles as a tutor as needed! Boomerang is simply fast. Colored mana isn't even a consideration at this point, so either card is equally applicable. However, Clutch is the more versatile.
Mind Bend -vs- Cranial Extraction
Something is needed to equally mess up the board. What better than a card that will singlehandedly destroy the opponents chances of playing spells? Mind Bend is a second game card designed to mess up such cards as Boil and Farseek. Cranial extraction, though potent, pales in comparison with Circu. It would almost make more sense to sideboard 2 more Circus and a Sakashima!
Credits
Ver1:
Special thanks to Circu and his wife, Uyo.
eunhathes.proboards30.com
www.magicthegathering.com
www.starcitygames.com
www.mtgsalvation.com