Updating proliferate deck
Feb. 8th, 2011 12:57 amUpdating proliferate deck by:
1. Putting in more small creatures so its not overwhelmed by opposing creatures, preferably artifacts (to work with Throne of Geth and be cast by storage lands without needing coloured mana) and preferably with +1/+1 counters on, so early proliferates have an effect on the board.
Unfortunately, the best 1-mana creatures are Chimeric Mass (which would double as a win condition at high mana, but I didn't have any of yet) and Arcbound Worker (Modular wasn't as strong as some mechanics in Mirrodin block, but I'm still embarrassed to play with it in a casual deck.)
2. At least one or two small artifact creatures (preferably myr) to increase the chance of getting a poison counter on the opponent, and then being able to seal the deal with proliferate.
3. Swapped out a few of the middle-cost utility charge-counter cards that rarely got used for ones that should be better.
4. Removed some of the top-heavy splashy cards, and swapped some for others. There were two many, and the original deck was asking the wrong question: "what would be good with proliferate" when it should be asking "if I can get up to ten mana without dying, what will win the game right now?"
It was a bit of a "do nothing until it can chain proliferate and card draw infinitely; eventually draw ichor rats and win" deck, which was ok, but not really what I wanted. I wanted one that would be more "keep the pressure on with good creatures over the first several turns, and then only if the game drags out, eventually draw a ridiculously powerful card and win", and hopefully it's a bit more like that.
I never used to pay any attention to whether decks were legal in any standard or extended format, but now I always want to check. Lamentably this does rely so entirely on the storage lands for the humorous denouement, it'll never be legal in any modern format, and not competitive against a turn-1 win in legacy...
1. Putting in more small creatures so its not overwhelmed by opposing creatures, preferably artifacts (to work with Throne of Geth and be cast by storage lands without needing coloured mana) and preferably with +1/+1 counters on, so early proliferates have an effect on the board.
Unfortunately, the best 1-mana creatures are Chimeric Mass (which would double as a win condition at high mana, but I didn't have any of yet) and Arcbound Worker (Modular wasn't as strong as some mechanics in Mirrodin block, but I'm still embarrassed to play with it in a casual deck.)
2. At least one or two small artifact creatures (preferably myr) to increase the chance of getting a poison counter on the opponent, and then being able to seal the deal with proliferate.
3. Swapped out a few of the middle-cost utility charge-counter cards that rarely got used for ones that should be better.
4. Removed some of the top-heavy splashy cards, and swapped some for others. There were two many, and the original deck was asking the wrong question: "what would be good with proliferate" when it should be asking "if I can get up to ten mana without dying, what will win the game right now?"
It was a bit of a "do nothing until it can chain proliferate and card draw infinitely; eventually draw ichor rats and win" deck, which was ok, but not really what I wanted. I wanted one that would be more "keep the pressure on with good creatures over the first several turns, and then only if the game drags out, eventually draw a ridiculously powerful card and win", and hopefully it's a bit more like that.
I never used to pay any attention to whether decks were legal in any standard or extended format, but now I always want to check. Lamentably this does rely so entirely on the storage lands for the humorous denouement, it'll never be legal in any modern format, and not competitive against a turn-1 win in legacy...