Demonic Tutor

Magic: the Gathering in the UK

So im trying to look at other deck ideas and I remembered how fun and powerfull 5 colour cascade was and thought to give it another try.

Here is my current list without sideboard. Havent tested it (will be down Saturday and either Monday or Tuesday), looking for any thoughts. Im sure it easily handles agro but worry about how well it can do after a Martial Coup.

2 Arcane Sanctum
2 Jungle Shrine
1 Savage Lands
4 Rupture Spire
2 Arid Mesa
2 Marsh Flats
1 Misty Rainforest
2 Verdant Catacombs
2 Forest
1 Island
2 Mountain
3 Plains
1 Swamp
1 Raging Ravine
2 Teramorphic Expanse

1 Enigma Sphinx
3 Baneslayer Angel
4 Bloodbraid Elf
3 Enlisted Wurm
3 Bituminous Blast
4 Esper Charm
4 Malstrom Pulse
4 Captured Sunlight
4 Path to Exile
4 Wall of Omens

This is currently 62 cards as im not sure atm what to cut or if it even necessary as due to the cascade and number of fetchs you should be able to power through pretty quick. Also its not like there is any card you HAVE to draw so even though you have a slightly lower percent chance of drawing each individual card im not sure its relevant.

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Also interested to see how this deck handles getting hit by a Ruinblaster/Spreading Seas.
Cut 2 paths I guess. Seems fine, although 28 lands might be cutting it abit fine :S
Without path, wouldn't this struggle a bit against Boros/RDW/Battleslinger-Allies?
Like Ben says I think path is important as its one of the cards you can cast before hitting 4 mana when your cascade engine takes over the game.


You seriously think 28 land is not enough?

Ben Titmarsh said:
Without path, wouldn't this struggle a bit against Boros/RDW/Battleslinger-Allies?
realms uncharted instead of a esper charm or two?

if so, obv swap one terramorphic for the same one with diff name.
Dunno, previous builds either ran 30 or 28+wayfinder, and they had finks to stall for ever. Im not convinced this deck can survive without lorwyn based mana, but I guess if you like path more than I do you could cut 2 Captured Sunlight, as either them or path is superflous anti-agro strategy. Also the whole planning to cast path pre turn 4 thing isnt great (its not the worst in this deck, but i'd rather not be casting it), oust may fill the slot better, especially as ousting leech/landfall guy is pretty good, or even a freeblade aint bad.

Edit: i guess wall of omens probs means the land count is ok. But wall of omens is pretty soft in the deck :S
I think this is the deck I modified changing the manabase from "Vivid" lands to Shards of Alara "tri" lands, which I think actually improved it's stability.

the biggest problem this deck had was that once you'd cascaded through the whole deck you just had too many turns where drawing a land cost you board dominance and unltimately the game.

Cascade Control (Pre-Zendikar) Standard

Main Deck - 60 cards

4 Exotic Orchard
1 Forest
1 Island
1 Mountain
2 Plains
4 Reflecting Pool
1 Swamp
4 Vivid Crag
2 Vivid Creek
1 Vivid Grove
2 Vivid Marsh
4 Vivid Meadow

4 Baneslayer Angel
4 Bloodbraid Elf
1 Enigma Sphinx
4 Enlisted Wurm

4 Blightning
4 Captured Sunlight
4 Deny Reality
4 Esper Charm

Sideboard - 15 cards
3 Ajani Vengeant
4 Hallowed Burial
4 Maelstrom Pulse
4 Primal Command

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