A Magical Huffalump Resides Here: myOwling Mine U/R

A Magical Huffalump Resides Here

My name is Ed, I am a programmer. Just another dude with another blog. I like MTG, Open Source (more towards FREE software). I like sports, and eventually I hope to do business and do good for the world in general. This blog is gonna be about Magic The Gathering. Decklists and snippets will be posted here. It may lead somewhere or nowhere, as with all things arcane, that was bloody obvious =)

Monday, May 22, 2006

myOwling Mine U/R

// Deck file for Magic Workstation

// Lands
2 Adarkar Wastes
1 Shivan Reef
10 Island
4 Steam Vents
2 Mikokoro, Center of the Sea
1 Sacred Foundry
2 Plains

// Creatures
4 Kami of the Crescent Moon
4 Drift of Phantasms

// Spells
1 Cerebral Vortex
1 Twincast
3 Ghostly Prison
2 Evacuation
1 Blood Moon
4 Ebony Owl Netsuke
3 Sudden Impact
4 Howling Mine
4 Remand
4 Exhaustion
3 Boomerang

// Sideboard
SB: 2 Blood Moon
SB: 4 Pyroclasm
SB: 2 Keiga, the Tide Star
SB: 3 Threads of Disloyalty
SB: 4 Lightning Helix

1 Comments:

At 10:46 PM, Anonymous Edmund said...

Sunday, March 12, 2006

Well its me again, your resident armchair strategist...

I really enjoyed reading the PT Honolulu updates =)

I really liked Tiago Chan's Owling Mine Deck...

Though technically it was'nt by him.

But I like the version he played better than the one by Antoine Ruel.

But I still dun like it =)

I dun like to have my ass handed to me just because I have no defense
(and that can happen very fast against a Zoo deck)

Now when I said i do not like Antoine's Deck I lied.

I liked the way he pulled off a win against Osyp.

Cerebral Vortex Sudden Impact and Twincast

That was pretty.

I hated his giga drowse though I think it was a waste of space (its
like green fogging and fogging for nuts)

But I think Tiago's Sleight of Hands were just as bad.

At first I thought it was smart.

at the 1cc you have something that sorts your mana for first turn.

How sweet.

Late game its a bad gig (no link to giga D)

Opp: play a rumbling slum
me: Yeah I do the magic thing with my hands!! ...

Anyways.

So I pored over the list and took out what i felt was the essential
parts of the deck.

Then made my own changes.

How original =)

Anyaways, I was impressed with the Savage Heartbeat deck running
around.

Not so much the combo. (But I like combo)

But the thing the deck does with the difting phantasms.

I was like thinking:

Drift for a Ghostly prison!
Heck! Drift for a cerebral vortex!!
Or just Drift for a exhaustion!!
Drift for a blood moon!!

So those were the changes I made to Tiago's Deck.

Ghostly Prison, Cerebral Vortex, a twincast to go with it,
bloodmoon, Drifting Phantasm.

Hoooray!

Here's what it looks like:

// Lands
2 Adarkar Wastes
1 Shivan Reef
10 Island
4 Steam Vents
2 Mikokoro, Center of the Sea
1 Sacred Foundry
2 Plains

// Creatures
4 Kami of the Crescent Moon
4 Drift of Phantasms

// Spells
1 Cerebral Vortex
1 Twincast
3 Ghostly Prison
2 Evacuation
1 Blood Moon
4 Ebony Owl Netsuke
3 Sudden Impact
4 Howling Mine
4 Remand
4 Exhaustion
3 Boomerang

// Sideboard
SB: 2 Blood Moon
SB: 4 Pyroclasm
SB: 2 Keiga, the Tide Star
SB: 3 Threads of Disloyalty
SB: 4 Lightning Helix

It works pretty much like the original one. But it lasts a little
longer game one.

Not much.

Still I think you can survive 30 - 40% of the time

But it is creatureless for heavens' sake!

Remand is just made for this deck =)

Think about it Mana Leak would have reduced the handsize.

The good thing is that it beats up orzhov control pretty badly.
The main deck blood moon does wonders, but R/G Gruul laughs at it. Then
sides it against you.

Against R/G Gruul, your best friend is Exhaustion.

The deck stabilizes at about 6 life, yes not pretty, at that point if
you get control via exhaustion or
you have remand or you have ebony + howling all set up and are ready to
burn, you are in pretty
good shape. Else? Else you pray gruul boy does'nt have a char or Flames
of the blood hand.

Playing against the orzhov decks, I realise one thing...

The Karoo lands are pretty bad.

Too slow.

Too non-basic.

Too cannot be played turn one.

Too They make your duals unwieldy.

One is alright.

4 in a deck is just asking for trouble.

At least against the owl deck.

Opp: Play dual
Me: do something, probably an island
Opp: Play Orzhova Ballisca bounce dual
Me: Drop your worst night mare (aka another island), boomerang??
Opp: Probably repeats

Of course it does'nt happen all the time.

But when you have 4 Godless Shrines and 4 Orzhova Ballisca???

What are the odds??

Oh did I mentioned they come in tapped??? sighz...

So thats all I have for the Owling Mine... I call it myOwling Mine
now.. yay me lol

pronounced as "meowling mine" kinda cute I guess.

Other important notes:
You cannot play stuff during untap phase.
The significance? hehe keep all the lands tapped via exhaustion and if
you have ebony owls and your opponent has a full hand. You can watch
him burn safely without worry. (rather settling when you are in Char
range and your opponent has only a few points of life left but still
holding on to cards).

Anyways. My crappy leylines Deck?

Heres the current incarnation:

// Lands
4 Temple Garden
3 Watery Grave
1 Selesnya Sanctuary
3 Forest
3 Island
1 Plains
1 Swamp
4 Brushland
3 Adarkar Wastes

// Creatures
1 Dowsing Shaman
4 Kami of Ancient Law
3 Sakura-Tribe Elder
2 Hunted Phantasm
4 Loxodon Hierarch
1 Clone
3 Celestial Kirin
1 Drowned Rusalka

// Spells
2 Leyline of Singularity
4 Mana Leak
4 Hatching Plans
1 Zombie Infestation
3 Faith's Fetters
3 Wrath of God
1 Kodama's Reach

Hmm .. not too sure if it is standard legal...

but in any case....

notice only one Selesnya Sanctuary. =P

It is quite different, now i have removed the focus on the leyline.

(Building a deck specifically around it will take more effort me
thinks).

I have swapped in the Celestial Kirin, cut 2 leylines, cut one
phantasm, and took out
the devouring light for faith fetters.

But the leyline is not utterly useless. An interesting observation I
had was this:

the leyline sucks in multiples.

...

Wait thats not it.

The leyline is only good early or late game. Multiples do not help at
all.
But thing is this, the leyline acts like a stabilizer.

Gruul boy drops:

frenzied goblin (a very good card btw), apes, scab-clan maulers,
shamans and so on.

But only one of each. Drop a faith fetters here, keep a hierarch there,
a phantasm, a Kirin.

So you have some level of board control.

The thing I have learnt is, depending on whether it benefits you, play
the leyline if you need to,
if not it may sometimes be good to blow it (example: you need to drop
another fetters).

The Loxodons and fetters drive burn nutty.

And thats a good thing.

Mostly I have used the Zoo deck that won PT Honolulu as playtest. It is
about 50%.
MVC is definitely the Loxodons and Fetters. (They pull you out of the
Char + Blood Hand range).

The Kirin provides an alternative way to blow the hatches, which can
be rather dramatic late game (yes if you survived that

long =))

Hmm thats about all I have at the moment.
Other decks that interest me at the moment are the Ghostdad decks and
the one that pops Promise of Bunrei. Some cool!


10:34 AM - add eprops - add comments - email it

 

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