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Old 09-27-2009, 11:49 AM   #1
Talice
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Default R/U Counter-Burn

Since Alara i already thought of playing a Deck like this, i love Volcanic Fallout, Lightning Bold und tryed to Set up a new Strategy with Pyromancers Ascention and Chandra Ablaze.

Deck  
//Lands
4 Scalding Tarn
9 Island
9 Mountain
2 Gargoyle Castle

//Creatures
2 Sphinx of lost Truth
1 Bogardan Hellkite

//Spells
4 Lightning Bold
3 Burst Lightning
1 Mind Spring
2 Unstable Footing
3 Double Negative
3 Jace Beleren
4 Volcanic Fallout
2 Earthquake
3 Pyromancers Ascension
2 Chandras Ablaze
3 Swerve
3 Into the Roil

No Sideboard yet.

Tell me what you thing and if u have any suggestions it would be nice to read them.

Greets
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Old 09-30-2009, 07:32 AM   #2
card_wizard
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I can't believe nobody has replied to this.

Consider using Fiery Fall or Traumatic Visions to help you find the lands you need in the early part of the game. I'd sideboard the Swerves to make room for them.

IMO the Sphinx of Jwar Isle would be a better finisher for this build than the Sphinx of Lost Truths. Big creatures with shroud (and evasion) work great in control decks because you don't have to waste resources protecting them.

Hope that helps.
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Old 10-06-2009, 10:43 PM   #3
Drop And Die
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I just ran my version of this @ an extended tourney, went 2-2 but had a good shot @ 3-1. Anyways, my build has a few more creatures than yours..here's my take on it:

U/R ControlV2.1  
Lands - 24
9 Island
10 Mountain
2 Gargoyle Castle
2 Scalding Tarn
1 Magosi, the Waterveil

Creatures - 6
2 Bogardan Hellkite
3 Sphinx of Jwar Isle
1 Sphinx of Lost Truths

Counter/Draw/Bounce - 16
2 Courier's Capsule
2 Jace Beleren
4 Double Negative
4 Cancel
2 Into the Roil
2 Swerve
Burn - 14
2 Pyromancer Ascension
4 Lightning Bolt
2 Lavaball Trap
2 Earthquake
2 Chandra Nalaar
Sideboard
2 Negate
3 Essence Scatter
2 Mindbreak Trap
4 Volcanic Fallout
4 Shatter
It's not quite finished yet, still need to change a couple 1 of's to 2 or so, and consolidate the 2 of's when I figure out how this deck does. A few choices of mine -

Lavaball Trap - Wiping the board while leaving all my 5 toughness creatures standing, + the added bonus of 2 lands gone. Hardcasting really isn't all that hard to do, but seems kind of redundant at that point. Hopin to get 2 Volcanic Fallout instead. Has fun shenanigans w/ Pyromancer Ascension, 8 mana for board wipe + 4 lands gone?

Sphinx Ambassador - In here as filler, wanting to get another Sphinx of Lost Truths

Magosi, the Waterveil - Eon counter is good to put on late game when you have 6-7 mana up full of counters, or early game when you can just follow up w/ a sweeper. Either way, that extra turn late game can really prove essential. Hoping to get another.

If you have suggestions for refining this, I'd be happy to consider them!

EDIT: updated, 2 lands added, 2 Pyromancer Ascensions put in for testing. Negate/Essence scatter dropped to sideboard, sideboard made, 4 Cancel in
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Last edited by Drop And Die; 10-07-2009 at 02:38 PM.
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Old 10-06-2009, 11:44 PM   #4
rockinamigo14
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any particular reason for couriers capsule? i feel as though i'd personally prefer Ponder

have you found Chandra to be effective? i can't help but think that slow would be better served as Burst Lightning
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Old 10-07-2009, 08:45 AM   #5
Drop And Die
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Yeah, I find Chandra Nalaar to be quite good. It takes out one of their fatties or a smaller creature and then proceeds to ping them. Sure it won't kill them fast, but I've gotten it to -8 more often than most people think. Much prefer it to Burst Lightning.

And Capsule is a draw 2 which can be popped at any time. I'd have to test between Ponder and Capsule, but from previous experience between the two I like Capsule more right now.
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Old 10-07-2009, 12:33 PM   #6
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I would use Divination over Courier's Capsule. It's one mana less and can't be hit by instant speed artifact removal.
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Old 10-07-2009, 01:41 PM   #7
Drop And Die
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Card, Capsule is far superior to Divination in my opinion for 3 reasons:

1) T3 is when counter/sweeper mana tends to go online.

2) Courier is just put it on the field, and sac it whenever you need to.

3) In response to them targeting your capsule w/ Naturalize or whatever, you sac it..causing them to lose a card, and you draw 2.

So personally, I really like Capsule over Divination. I will test it, just to make sure though.
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Old 10-07-2009, 01:43 PM   #8
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Or they wait until you try and pop it then they blow it up...then you gain no cards.
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Old 10-07-2009, 01:45 PM   #9
Drop And Die
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Yes, but generally I'll be popping EOT when they're tapped out. Also, I do run counters..rarely do I play a creature until turn 8-10. So far in about 30 playtests vs various decks at the tourney, 10 of which had artifact hate, it never bothered me.
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Old 10-07-2009, 02:31 PM   #10
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Quote:
Originally Posted by Silentmartyr View Post
Or they wait until you try and pop it then they blow it up...then you gain no cards.
I'm pretty sure that they can't destroy the capsule when you activate it because you have to sacrifice it as part of the cost to put it's effect on the stack.

Correct me if I'm wrong...
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Old 10-07-2009, 02:34 PM   #11
Drop And Die
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Quote:
Originally Posted by Mr. Sauce View Post
I'm pretty sure that they can't destroy the capsule when you activate it because you have to sacrifice it as part of the cost to put it's effect on the stack.

Correct me if I'm wrong...
Yes, I believe that is correct. And a few more updates to my deck posted in this thread.
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