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-   -   [MTG] U/W is all (https://www.pokecommunity.com/showthread.php?t=202890)

Apple Juice December 12th, 2009 6:18 PM

[MTG] U/W is all
 

Magic: U/W is all



So this is my second MTG deck. Most of it's buold was by my friend motef8. and I made some edits. Please C&C throroughly. Also, new layout, once more.


4 Baneslayer Angel
2 Elspeth, Knight-Errant
4 Wall of Denial
3 Meddling Mage


Creatures [13]

2 Essence Scatter
2 Hindering Light
4 Journey to Nowhere
4 Negate
4 Path To Exile
4 Day Of Judgement

Spells [23]

4 Glacial Fortress
12 Island
4 Plains


DonRoyale December 13th, 2009 3:36 PM

OK, so...what is the point of Scute Mob, Convincing Mirage, and Spreading Seas?

-2 Scute Mob
-2 White Knight
-4 Convincing Mirage
-2 Essence Scatter
-2 Hindering Light
-4 Spreading Seas

+1 Baneslayer Angel
+3 Meddling Mage
+4 Negate
+4 Path to Exile
+4 Day of Judgment

Meh. Plugging in what needs to be plugged in. :|

EDIT: Also, tag as U/W because it's blue/white. B is black.

Apple Juice December 13th, 2009 4:44 PM

Oh, sorry, again, new to MTG, so I forgot about black.

Added in all. Why do many Meddling Mages?

DonRoyale December 13th, 2009 11:41 PM

It shuts down many key cards; Noccy for Vampires, Maelstrom Pulse / Bloodbraid Elf for Jund aggro, etc. Plus it's a 2/2 for 2 CMC. Not a bad body considering its cost.

Kenny_C.002 December 26th, 2009 10:53 AM

Mage is a 2-mana removal drawer usually, which lets your Walletslayers do their job more effectively. That being said, the build wants Jwar Jwar sphinx, not Walletslayers. The other 2-mana guy you should consider is Knight of the White Orchid (as in over meddling mage), but you need borderposts for that to be effective. FS in White orchid shuts down most of Jund's arsenal compared to mage, ironically.

Your current build wants to lose the hindering lights, since there just isn't much to target in the first place. You'd probably want something that can deal with BBE and Blightnings, as taking either to the dome would be devastating to the deck. My suggestion atm is flashfreeze. Most decks should be running red/green atm, so flashfreeze is probably your best call here.

Also, consider Jace and O-ring. O-ring costs 1 more, but answers to more problems than Journey to Nowhere.

Mind Spring should also be a 2-of in there somewhere. You need a hefty source of card advantage to win you through the late game, since Jund can pull a BBE right out of a topdeck ftw. Also consider Martial Coup as a 1- or 2-of if you want some late-game mass removal that also leaves you with a win-con.


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