Demonic Tutor

Magic: the Gathering in the UK

Round 3
I come against a mono white Kor deck, running Explorers Scope and Adventuring Gear with Armament Master to power up Skyfishers and Kor Dualists. He was also maindecking Wraths and Narrow Escape to bounce his own guys.

I took too much early damage in game 1 and wasnt quite able to stabalize. The Dualist guy can hit for a lot with Adventuring Gear and Scope equiped.(OBV I know, but sometimes you miss these things)

Game 2 I also saw Emeria from him and Stepped Lynx and Pledge. I managed to win this one but game 3 he droped a turn 2 Luminarch Assension and I didnt hit double white quick enough to Sanctifiers it. When I did get the double white he had 3 angels in play. FOIL ANGELS!!

I tried to stabalize but I was on 2 and he played double Pledge and I didnt hit another Wrath :(

Round 4
Vampires :) Now I see what this deck is really good for. It seems unless they get a fast start or combo with Bloodgast and Blade of the Bloodchief it is probably hard to loose. Pretty much every card in your deck is good here. Managed to finaly win a round, that was nice.

Round 5
BYE! Not sure if I make prizes on 2-3 but it was interesting playing the deck. Other than against Vampires I didnt find Spreading Seas to really do anything, I would probably change them for Into the Roil as you can use them early for tempo, also gets rid of Luminarch Assension and crap like that. Will test a bit more with the Seas though before I change them.

I hope that I can get some decent disscussion going now I have wrote all this :)

Come on play block.

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The thing about Vampires is the Mind Sludge. They try and draw your counters. You try and hold your counters. If they get it off uncountered then you lose, otherwise you win. Seemed that way to me when I played it anyway. Mind Sludge for 5 or 6 totally wrecks this deck, obviously.
You just need to be a boss and top deck the Lost Truths :)

Thomas David Baker said:
The thing about Vampires is the Mind Sludge. They try and draw your counters. You try and hold your counters. If they get it off uncountered then you lose, otherwise you win. Seemed that way to me when I played it anyway. Mind Sludge for 5 or 6 totally wrecks this deck, obviously.

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