Keepin' it empty (DM)

B-Baller

My ballin' is br00tal
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    I have playtested this deck before, and it's very good at keeping your opponent's hand empty. The aim is to, well, keep the hand empty. Almost all of these cards will send the cards in your opponent's hand to the grave.

    4x Marrow Ooze the Twister
    4x Bloody Squito
    4x Propeller Mutant
    4x Horrid Worm
    4x Locomotiver
    4x Gigaclaws

    4x Terror Pit
    4x Ghost Touch
    4x Cranium Clamp
    2x Lost Soul
    2x Scheming Hands

    Cards I'm considering: Crath Lade, Merciless King/Dark Titan Maginn/Schuka, Duke of Amnesia
     
    Bart-kun said:
    I have playtested this deck before, and it's very good at keeping your opponent's hand empty. The aim is to, well, keep the hand empty. Almost all of these cards will send the cards in your opponent's hand to the grave.

    4x Marrow Ooze the Twister
    4x Bloody Squito
    4x Propeller Mutant
    4x Horrid Worm
    4x Locomotiver
    4x Gigaclaws

    4x Terror Pit
    4x Ghost Touch
    4x Cranium Clamp
    2x Lost Soul
    2x Scheming Hands

    Cards I'm considering: Crath Lade, Merciless King/Dark Titan Maginn/Schuka, Duke of Amnesia

    It seems okay, but probally wouldn't hold water in the more aggressive metas.:\
     
    Bart-kun said:
    Amen, brother. In other decks, such as the Fire one I found on the Net that needs to keep its hand working in order to summon the weenies, this deck kills. If the next set in January gives out more hand-killing cards, I'd definitely add it in.

    The deck I posted might rip this one apart, more than likely at least.

    Go rate it please.
    :D
     
    Hand control is right now the most efficient form of control, with field control in a close second. the biggest problem though with decks that run full-on hand discard is that they often forget to add in a powerful offensive force. This deck is no different. with hardly any creatures with a power higher than 2000, this deck would be massacred by the ever popular Seering Wave. Although there is a lot of fast, easy hand discard that will cause some major issues in the early game, the one weakness hand discard has is that it can't stop what you're opponent top decks. and once you're opponent has sufficient mana, they can play whatever they draw. once it gets to that point, this deck's major strategy is neutralized.

    The biggest suggestion I can make is to not focus your deck entirely on hand discarding. Although that is indeed a powerful force to contend with, alone that is never enough. I think it would be best to cut into another civilization to bring out a better balance to your deck, either Water for drawing and bounce or Nature for mana accel. both, if you can manage it. of course, to do this you would have to remove some of the hand control. with that in mind, I woudl suggest removing:
    Horrid Worm
    Ghost Touch
    Scheming Hands
    Lost Soul
    2 Gigaclaws
    Propeller Mutant

    Having 4 Locomotiver, 4 Cranium Clamp, and 2 Gigaclaws should suffice. after that I would add in at least Aqua Hulcus and Corile from the Water Civilization and Bronze-Arm Tribe and Faerie Life from the Nature Civilization. Whatever else you use to fill the void can be totally up to you.
     
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