Main Deck - 100 cards, 99 distinct
Sideboard - 0 cards, 0 distinct
No cards here. :(
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Notes
This 1v1 Walker-control version of Damia is reminiscent of a BUG control list I very much enjoyed playing in Zendikar-Standard ages. This combination basically offers us access to all type of answers we might ever need to control the game. From disruption to counters and all kinds of removal, we have it all, and then, if it wans't fair enough we get to drop some of the scariest Walkers ever.
You'll simply play draw-go for long stretchs in the early to mid-game, unless you have some discard spell already worth firing off. I usually recommend saving it for later though, as we will need them to clear some removal away from our opponent's hand if we run out of counters/removals and decide it's time to bring Damia in. If you feel it's better to access his hand early due to a weak removal hand, it's also fine, as we do run a special combination of cards designed to protect Damia later.
So, you've killed, countered, waited until that opening and dropped a Walker or 2, and now you feel it's time to bring our lady in. Great, let's deploy our plan. Casting Damia smart is really important, since if done successfully, it could very well mean game-over for your opponent. Just sending her to the front main phase believing he cannot kill her is a last resort move, we can do much better.
Yeva ensures you'll give him a minimum window to try and deal with Damia. Teferi is even stronger here denying altogether any attempt. At a tapped-out opponent, drop Seedborn Muse or fetch her via Green Sun's Zenith and now they need to try and kill the Muse, otherwise you basically start to play 2 turns while they play 1, but wait, you have counters online and already disrupted the removal on their hand, bummer. Let's play Damia the following turn then and make sure we'll counter whatever is problematic. And then there is Prophet of Kruphix. This gal is just unfair in this deck, it's like Teferi and Seedborn Muse decided to have a daughter and she would be Damia's best friend.
Even though I haven't built this list with such a competitive mind to it, we can be quite oppressive at times, denying every move our opponent makes and then dropping some must answer threats. Have fun activating 4-6 Walkers per turn.
You'll simply play draw-go for long stretchs in the early to mid-game, unless you have some discard spell already worth firing off. I usually recommend saving it for later though, as we will need them to clear some removal away from our opponent's hand if we run out of counters/removals and decide it's time to bring Damia in. If you feel it's better to access his hand early due to a weak removal hand, it's also fine, as we do run a special combination of cards designed to protect Damia later.
So, you've killed, countered, waited until that opening and dropped a Walker or 2, and now you feel it's time to bring our lady in. Great, let's deploy our plan. Casting Damia smart is really important, since if done successfully, it could very well mean game-over for your opponent. Just sending her to the front main phase believing he cannot kill her is a last resort move, we can do much better.
Yeva ensures you'll give him a minimum window to try and deal with Damia. Teferi is even stronger here denying altogether any attempt. At a tapped-out opponent, drop Seedborn Muse or fetch her via Green Sun's Zenith and now they need to try and kill the Muse, otherwise you basically start to play 2 turns while they play 1, but wait, you have counters online and already disrupted the removal on their hand, bummer. Let's play Damia the following turn then and make sure we'll counter whatever is problematic. And then there is Prophet of Kruphix. This gal is just unfair in this deck, it's like Teferi and Seedborn Muse decided to have a daughter and she would be Damia's best friend.
Even though I haven't built this list with such a competitive mind to it, we can be quite oppressive at times, denying every move our opponent makes and then dropping some must answer threats. Have fun activating 4-6 Walkers per turn.
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