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Author Topic:   Instant Wisdom
blue__mage
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posted January 06, 2002 08:04 AM   Click Here to See the Profile for blue__mage Click Here to Email blue__mage Send a private message to blue__mage Click to send blue__mage an Instant Message Edit/Delete Message Reply With Quote 
In my lifetime there have been many sleepless nights. Typically video games or Magic The Gathering will cause these nights of thinking and boredom. Recently I was on a video game binge and was up until 6 o’clock. Frustrated with boredom, I reached for my Magic collection and asked myself questions. I am certain that just about every Magic player does it every once in a while. Questions like: How can I break this card? Why do I have this built? Is this card broken or what? How can I abuse this card? What are the decks to beat? Should I play this? What should I sideboard? “Isn’t there some kind of pill you can take for that?” The questions that really received my attention were: How can I abuse this card? What are the decks to beat? The card I chose is called Holistic Wisdom. It is an enchantment that costs 2 green mana and 1 colorless mana. It reads, “2, remove a card in your hand from the game: Return target card from your graveyard to your hand if it shares a type with the card removed this way.” The decks to beat in my area are control decks. So, I chose to play a whole bunch of counters. This was an idea that made me think I was a genius. It was not the typical idea that ends up as a wadded piece of trash on my floor. This was good, and I felt I was on to something. I suddenly realized how many Beast Attacks and Fact or Fictions that could be casted against the control decks. Here is the list.

Instant Wisdom

4 counterspell
4 opt
4 mystic snake
4 peek
4 repulse
4 fact or fiction
4 syncopate
3 exclude
3 holistic wisdom
3 prohibit
2 beast attack
4 yavimaya coast
6 forest
11 island

Counterspell - Quite possibly the best counter ever made. There is no need for any more explanation.
Opt - This card allows me to play a low land count, and when it is dead late game it can be replaced by a better card in my graveyard.
Mystic snake - A counterspell and a threat at the same time. It also gives you board advantage against other control decks.
Peek - The only card in this deck that I do not like very much. I would rather play sleight of hand instead, but it is a sorcery.
Repulse - Awesome card against creature tokens. It is also good for reusing snakes.
Fact or fiction - I say fact, it is the best card in invasion block.
Syncopate - Great for call of the herds and beast attacks.
Exclude - For creatures of course. Cantrips.
Holistic wisdom - The main focus of the deck. This enchantment makes the sometimes useless cards into useful ones. Has the ability to gain card advantage by reusing Fact or Fiction.
Prohibit – Counters spells on the most important turn in type 2. That would be turn 2.
Beast Attack – Main victory condition. It goes in over call of the herd because it is an instant.
Land - The mana base is a little short on green, but with all of the cantrips it is easy to draw the right colors.

Now it is time to figure out what to sideboard. I know I would like to beat control, but how well does this deck do against beatdown? Well, with the playtesting I have done, I have noticed that this deck loses to beatdown most of the time on the first game. The sideboard is the resolution to the problem. Here it is.

4 disrupt
4 gainsay
1 beast attack
1 exclude
3 hibernation
2 rushing river

Disrupt – When you use this card over and over again its really good.
Gainsay – Just more counters to win the counter battles that will take place.
Beast Attack – If a deck is playing a lot of creature removal, I am screwed. These will help out.
Exclude – Creatures
Hibernation – Green mages shiver when these are casted multiple times.
Rushing river – I had some trouble with some enchantments, and I thought these would be nice.

Thanks for reading my desperate attempt for an article. My mind is always open to suggestions.

 
RPGfreak17
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posted January 06, 2002 09:21 AM   Click Here to See the Profile for RPGfreak17 Click Here to Email RPGfreak17 Send a private message to RPGfreak17 Click to send RPGfreak17 an Instant Message Edit/Delete Message Reply With Quote 
have you playtested it yet?

~RPGfreak17

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blue__mage
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posted January 06, 2002 09:39 AM   Click Here to See the Profile for blue__mage Click Here to Email blue__mage Send a private message to blue__mage Click to send blue__mage an Instant Message Edit/Delete Message Reply With Quote 
Yes I have. It did really well against opposition decks. I beat red/blue/black and upheaval infestation consistently, but I had alot of trouble with red/green variants and a little trouble with finkula. Thats where the sideboard comes in.
 
HereticFT
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posted January 08, 2002 06:44 PM   Click Here to See the Profile for HereticFT Click Here to Email HereticFT Send a private message to HereticFT Click to send HereticFT an Instant Message Edit/Delete Message Reply With Quote 
I like it
It's cheap. Most the cards are commons and uncommons, and the rares are cheap. Careful about decking yourself.. It needs more mass removal/bounce . Beatdown walks all over it.

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Trnothr
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posted January 09, 2002 03:46 AM   Click Here to See the Profile for Trnothr Click Here to Email Trnothr Send a private message to Trnothr Click to send Trnothr an Instant Message Edit/Delete Message Reply With Quote 
I think you could have wroten that a bit longer... but anyways, try adding 4 Æther Bursts, they'll be amazing with Holistic Wisdom once you get 3 others in the graveyard, and it'll help you against a lot of decks out there.

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blue__mage
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posted January 09, 2002 01:16 PM   Click Here to See the Profile for blue__mage Click Here to Email blue__mage Send a private message to blue__mage Click to send blue__mage an Instant Message Edit/Delete Message Reply With Quote 
Thank you Trnothr. I will test some with the aether bursts in place of the repulses.
 
Trnothr
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posted January 09, 2002 02:26 PM   Click Here to See the Profile for Trnothr Click Here to Email Trnothr Send a private message to Trnothr Click to send Trnothr an Instant Message Edit/Delete Message Reply With Quote 
Rather take out Prohibits...

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HereticFT
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posted January 10, 2002 02:10 PM   Click Here to See the Profile for HereticFT Click Here to Email HereticFT Send a private message to HereticFT Click to send HereticFT an Instant Message Edit/Delete Message Reply With Quote 
Yes, I'd take out the the Prohibits for the Bursts.. If something hits the table, you better be able to bounce it or you're screwed..

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blue__mage
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posted January 17, 2002 08:10 PM   Click Here to See the Profile for blue__mage Click Here to Email blue__mage Send a private message to blue__mage Click to send blue__mage an Instant Message Edit/Delete Message Reply With Quote 
Why doesnt anyone reply?
 
FyreStar
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posted January 18, 2002 12:22 AM   Click Here to See the Profile for FyreStar Click Here to Email FyreStar Send a private message to FyreStar Click to send FyreStar an Instant Message Edit/Delete Message Reply With Quote 
You may consider Force Spike; It'll help a bit in the tight counter wars or end step 4th turn Fact or Fictions that Finkula will throw at you, and can also hold the fort against a second turn Spellbane Centaur when you only have an Island on the board. Late game it can be pitched to Holistic Wisdom, so it isn't entirely dead.

Thanks,
FyreStar

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blue__mage
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posted January 18, 2002 02:24 PM   Click Here to See the Profile for blue__mage Click Here to Email blue__mage Send a private message to blue__mage Click to send blue__mage an Instant Message Edit/Delete Message Reply With Quote 
Good point
 

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