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By: Melissafey, Melissa Easom
Jul 28 2010 11:29pm
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Introduction.

Welcome to the second instalment of Adventures in Tribal-land.  Firstly thank you to everyone who left me comments and feedback in the first instalment, very much appreciated, they have certainly infused me with the get up and go to carry this on. So without further ado, let’s jump down that rabbit hole and look at what we have this week.

The Challenge

The current challenge is to produce decks based on the guilds from the Ravnica block. Each deck will be based around one of the two legends that each guild have and where possible focus on the essence of the guild. This week I look at the underworld of Ravnica in the Dimir. 

The Guild 

The House Dimir is ruled over by the ancient vampire Szadek, one of the ten paruns that signed the Guildpact and remained in charge of the guild for the subsequent 10,000 years. One of the crucial clauses of the Guildpact was that none of the signatories (including Szadek) could reveal the existence of the Dimir to Ravnica's people, meaning the majority of Ravnica think there are only nine guilds. This means the guild is rooted in secrecy, manipulation and underhanded deals, as a shadowy organization operating behind the scenes to twist Ravnica to its own ends. The guilds work include providing espionage, smuggling, burglary, counter-intelligence, assassination and other illegal services for the Ravnican populace who are unaware of the true allegiance of the person they are hiring, believing them to be guildless or of other guilds like the Rakdos.  The guild seeks utter control over Ravnica, the sort of level of control which requires their work to be in secret.

An emblem of a secret guild, the Dimir insignia is seen only by its own members—and the doomed.

The guilds magic colours blue and black combines blues thrist for knowledge, with blacks desire for power, in such a way that the guild desires absolute knowledge to gain absolute power.  In card terms blue and black provide us with a lot of control oriented cards in combination of counters, bounce, discard and removal, and also access to draw and milling cards.  But lacks cards to destroy enchantments and artifacts.

The Legends

Szadek, Lord of Secrets

The ruler of the guild is the vampire lord Szadek, a 7 casting cost vampire, with 5/5 and flying is fairly strong but not setting the world on fire. The ability of the legend means that he is designed to mill your opponent, each time doubling the number of cards which are milled.  This is an interesting ability which could easily get out of control. However the tribe he belongs to in modern history is designed as a aggro orientated deck using efficient removal, possibly discard, and strong creatures to overpower the opponent. Szadek on the other hand sits better in a more control oriented deck perhaps we vampires like Anowon, The Ruin Sage, Butcher of Malakir and Gatekeeper of Malakir to control the board.

Circu, Dimir Lobotomist

The champion of the guild is Circu, a human wizard with the ability to exile cards from the top of an opponents library. This is pretty powerful in general but add in the fact that your opponent can’t play any non land cards which match the ones he has exiled, and you have a card which can be the basis of a severe control deck. Using cards like Undermine, Lobotomy, Recoil and Agony Warp, playing any of these cards with Circu out will punish the opponent multiple times over.  Circu could also be used in a mill deck utilising Glimpse the Unthinkable and Mind Funeral to great use.  The biggest weakness of the legend is the low toughness making it a prime target for removal like Lightning Bolt

The Deck

This week I decided to build around Circu, Dimir Lobotomist. 

Creatures

With 4 of Circu, we need to decide whether to make the tribe humans or wizards. Both give us a large choice of creatures.  So I had to decide on what I wanted to build. In the end I went with the chance to try out a Mill deck something I have never built before. With that in mind, I went with wizards as Lich Lord of Unx fits with the Mill theme. I decided to maximise on Circu activations by ensuring all my creatures were Blue/Black with that in mind I ended up the following in the deck along with the Lich Lord 

Dimir Guildmage Architects of Will Mundungu Shadowmage infiltrator

The guildmage provides me a draw/discard option when I have excess mana. The Architects provide me with some library manipulation, Mundungu provides me some simple control elements to slow a opponent or just make them use up life. Whilst the Shadowmage provides me card drawing.

Spells

We a blue/black mill deck so I had to auto include 4 of Glimpse the Unthinkable, I also went with 4 Mind Funeral and 2 Psychic Drain.  This provide me with 10 Mill cards and Psychic Drain could also provide me with extra life which I may need to complete the milling of the deck.  I also added three Soul Manipulation and three Clutch of the Undercity, the Soul Manipulation allowing me to counter a opponents key creature whilst returning to my hand either Circu or cycled Architects of will whilst Clutch can be used to transmute for Circu and also bounce the opponents cards.

Glimpse the Unthinkable Mind Funeral Clutch of the Undercity Psychic Drain

Mana Base

I used a total of 24 lands with 4 Watery Graves with 10 Islands and 10 Swamps. When the deck was created I still hadn’t got into the habit of including lands which did anything other than give me mana so that’s why cards like Duskmantle, House of Shadow are not included.

Here is how the deck looks

 

Did you Forget Something?
Classic Tribal Wars- Wizards
Creatures
4 Circu, Dimir Lobotomist
3 Shadowmage Infiltrator
4 Architects of Will
3 Mundungu
3 Dimir Guildmage
3 Lich Lord of Unx
20 cards

Other Spells
4 Mind Funeral
3 Soul Manipulation
3 Clutch of the Undercity
2 Psychic Drain
4 Glimpse the Unthinkable
16 cards
Lands
4 Watery Grave
10 Swamp
10 Island
24 cards
 
Glimpse the Unthinkable

 

The Matches

Practice Match 1 vs Bulwai79 playing Rogues


I choose to play first and keep a seven hand of

Island Watery Grave Glimpse the Unthinkable Glimpse the Unthinkable Mundungu Architects of Will psychic drain
Island Watery Grave Glimpse the Unthinkable x2 Mundungu Architects of Will Psychic drain

My opponent mulligan’s down to 5. The first two turns I play my Watery Grave and Island, My opponent plays two (Terramorphic Expanses) and cracks one for a mountain.
 
I draw a swamp, play it and cast Mundungu, my opponent in response cracks their Terramorphic Expanse for a swamp. On their turn they play a island followed by a (Thieves Fortune). The following turn I draw Clutch of the Undercity which I use to transmute for Circu. A Terramoprhic expanse is my opponents only play.
 
I play the swamp I have just drawn off the top, and put Circu into play, passing the turn back. My opponent plays Crumbling Necropolis and passes the turn back. 
 
I draw Mind Funeral, which I play, in response to Circu’s ability, my opponent cracks the remaining expanse for a Mountain. Circu exiles Fortune Thief and a Island. Mind Funeral hits for a total of a total of 10 cards (Opponents Cards Left 34).   I attack with Circu and bring my opponent down to 18 life. My opponent plays a swamp and plays Assassinate on Circu (that’s why you shouldn’t really attack with him), I use Mundungu’s ability forcing my opponent to lose a life down to 17 and spend a extra mana, Circu is destroyed, and my opponent passes the turn back.
 
I play my freshly drawn Watery Grave into play untapped at the expense of two life, I cast Architects of Will seeing my top three as Dimir Guildmage, Circu and Psychic Drain. I restack the deck with Circu on the top and the guildmage next. I pass the turn back, my opponent casts Vectis Agents, I use Mundungu’s ability again, the spell resolves at the expense of a extra mana and one life (down to 17 life).
 
I cast the Circu I drew, and then cast Glimpse the Unthinkable, exiling a swamp and a terramoprhic expanse with Circu, leaving my opponent with 20 cards in their library. I then attack with my Architects, the Vectis Agents block and both creatures die. My opponent plays Eron the Relentless, once again force the extra life and mana with Mundungu (down to 16 life).
 
The following turn I cast Dimir Guildmage, exiling Knowledge Exploitation and (Oona’s Blackguard). I follow this with Glimpse the Unthinkable exiling a Mountain and a Swamp, and leaving my opponent with 5 cards. My opponent plays Cloak and Dagger and equips it to Eron and attacks the guildmage blocks and is destroyed, whilst my opponent regenerates Eron.
 
On my final turn I cast Psychic Drain for 4 removing the remaining cards from my opponents deck after exiling Cloak and Dagger and a Island. On my opponents next turn he loses as he can’t draw a card.

Practise Match 2 vs Flippers_Giraffe playing shapeshifters
 
I elect to play first and keep a hand of
 
Swamp Swamp Watery Grave Mundungu Circu, Dimir Lobotomist Architects of Will Psychic Drain
Swamp x2 Watery Grave Mundungu Circu, Dimir Lobotomist Architects of Will Psychic Drain
 
I begin with a untapped Watery Grave taking me to 18 life, Flippers plays a tapped Temple Garden and end of turn I cycle the Architects (To be honest I’m not even sure why I did this, 2 Life and card to draw a card seems like a really bad play). I play a tapped Watery Grave that I drew, Flippers plays a Taiga and casts Woodland Changeling.
 
Swamp enters play for me and I cast Mundungu, pass the turn, Flippers has no land drop but plays Elvish champion. Giving the changeling +1/+1 and forestwalk, and attacks me down to 15.
 
I cast Circu on the following turn after playing a Island. Flippers plays a Savannah, and casts (Oona’s Blackguard) I make him play an extra one mana and a single life to cast it with Mundungu, bringing him down to 19 life. A attack by the changeling brings me down to 12 life.
 
I draw a Glimpse the Unthinkable, which I cast exiling Taiga and Woodland Changeling with Circu, the Glimpse brings Flippers to 37 cards left in his Library. I pass the turn back. Flippers plays Taiga and Chameleon Colossus, attacking me with the Woodland Changeling and (Oona’s Blackguard), I chump block with Mundungu and I’m down to 11.
 
My draw step gives me a second Psychic Drain, I cast one of the drains for 4, exiling Rage Forger and Veteran Swordsmith and bringing Flippers down to 30 cards in library and me back up to 15 life. Flippers casts Field Marshal, attacks with both changelings and the (Oona’s Blackguard) and I fall to 4 life.
 
The following turn I play a Lich Lord of Unx and exile Lord of the Undead and Bloodstained Mire, I pass the turn back and I’m attacked for lethal. 

Round 1 of the Tribal Apocalypse Pre vs James Mcaliney playing Rats.
 
My opponent chooses to play first and I keep a hand of
 
Swamp Swamp Swamp Mundungu Mind Funeral Architects of Will Clutch of the Undercity
Swampx3 Mundungu Mind Funeral Architects of Will Clutch of the Undercity
 
First turn, my opponent plays a swamp, whilst I draw a Watery Grave which I bring into play tapped. James puts a Swarmyard into play and plays Ravenous Rats, I discard a swamp. I draw a swamp and put into play and pass the turn.
 
James attacks with the Ravenous Rats which he Ninjutsu’s into a Skullsnatcher, doing 2 damage, exiling my swamp from the graveyard and bring me down to 18. He passes the turn back. I draw a swamp, put it into play and cast Mundungu, and ending my turn.
 
My opponent plays a second Swarmyard and attacks with Skullsnatcher, I don’t block as he is able to regenerate using the Swarmyard. I take two and go down to 16 life. He then proceeds to play Crypt Rats. My turn I draw a Island which I lay down and cast Architects of Will and seeing three cards and putting Circu on top. I pass the turn.
 
My opponent attacks with the Skullsnatcher, the Architects block destroying them. Post combat, he actives Crypt Rats for 1 who he regenerates using the Swarmyard, and destroys both of creatures, whilst Bringing me down to 15 and themselves to 19. On my turn I draw Circu who I proceed to cast, and pass the turn back.
 
A Chittering Rats from my opponent means that I put (Funeral Mind) on top of my Library, there is no attack and the turns is passed. I redraw the (Funeral Mind) which I play exiling Crypt Rats and Chittering Rats. The Funeral Mind mills 8 cards leaving 37 cards left in the deck.
 
James attacks with the Chittering Rats, choosing not to block, causes the rats to be Ninjutsu’ed into a Skullsnatcher, causing 2 damage and exiling two graveyard cards, I’m down to 13. A post combat Ravenous Rats causes me to discard Clutch of the Undercity. I draw Mundungu who I cast, exiling another Chittering Rats and Nezumi Graverobber with Circu.
 
My opponent attacks with Ravenous Rats and Skullsnatcher, I block the Skullsnatcher with Mundungu. He regenerates both Skullsnatcher and Crypt Rats. Then activates the Crypt rats for three killing all my creatures and his Ravenous Rats and bringing me down to 10. Drawing a swamp on my turn doesn’t help my situation. Passing the turn back. James attacks with both rats and ninjutsu’s a Ink-Eyes, Servant of Oni into play, dealing a total of six damage and putting a (Architect of Will) into play on his side of the board, with that I concede. On to game two.
 
I choose to play first, I keep my hand whilst my opponent mulligans down to six.
 
Island Island Watery Grave Lich Lord of Unx Mind Funeral Circu, Dimir Lobotomist Architects of Will
Islandx2 Watery Grave Lich Lord of Unx Mind Funeral Circu, Dimir Lobotomist Architects of Will
 
First turn I play a island and decide to cycle the Architects of Will drawing a Mundungu. My opponent plays a swamp and returns the turn. I play a tapped Watery Grave, whilst my opponent plays a second swamp and Nezumi Graverobber.
 
My turn I draw a Island, and place into play, then cast Mundungu. My Opponent attacks with the graverobber, I block with Mundungu forgetting that the Rats ability for flipping can be activated as a instant. It is activated, exiling my Architects of Will and flipping the graverobber over to (Nighteyes the Desecrator). My Mundungu dies and the turn is passed back.
 
I draw a second Mind Funeral, play a Island, and cast Circu. My opponent on their turn doesn’t attacks and just casts Chittering Rats and I return Mind Funeral to the top of my deck.
 
I redraw the Mind Funeral, put a Watery Grave into play tapped and cast Mind Funeral, exiling Ink-Eyes, Servant of Oni and a swamp with Circu. Mind funeral mills a total of 13 cards leaving my opponent with 35 cards left in their deck. On their turn they play a fifth swamp and attack with Chittering Rats, Circu blocks destroying the rats. Post the Chittering Rats are brought back from the graveyard using Nighteyes, I place Mind Funeral on top of my deck.
 
My turn I redraw the Mind Funeral and cast Lich Lord of Unx, exiling Swarmyard and a (Chainer’s Edict). I end my turn, my opponent attacks with the Chittering Rats, Circu blocks, destroying the rats. Post combat Nighteyes brings back a Crypt Rats from the graveyard. The Crypt rat is activated for 1 killing the Rat and Circu.
 
I draw Glimpse the Unthinkable, I proceed to play that taking my opponent to 21 Cards. I follow up with Mind Funeral claiming a further 13 cards bringing my opponent down to 8 cards. My Opponent plays a swamp and passes the turn. My opponent during the end phases brings back Ink-Eyes, Servant of Oni using Nighteyes. His turn he plays Hymn to Tourach and I discard a Soul Manipulation. He Proceeds to attack with both Nighteyes and Ink Eyes, I tap my Lich Lord for a zombie and block Ink Eyes, I drop down to 15 life.
 
During my upkeep, my opponent returns a (Chittering Rat), causing me to place my newly drawn Lich Lord of Unx back on top of my deck. I pass the turn. On my opponents next turn he attacks with all his creatures, I block (Nighteyes the Desecrator) with my Lich Lord of Unx, in response James brings back another Chittering Rats and I active my Zombies Mill ability for a single card bringing him down to 4 cards, and me down to 8 Life.
 
I play the Lich Lord of Unx which I had redrawn and pass the turn back, my opponent plays Swarmyard and plays Crypt Rats activates it for 2 after regenerating it, Destroy all the creatures on the board expect Ink Eyes and the Crypt Rats and brings me down to 5 life and Ink Eyes attacks for Lethal.

Round 2 of the Tribal Apocalypse Pre vs Musichead13 playing Spirits.


Sadly only one of the replys of this match saved, which is as follows. 

I choose to play first and both of us keep our first hands, I keep the following
 
island island Watery Grave Mind Funeral Mind Funeral Circu, Dimir Lobotomist Circu, Dimir Lobotomist
Island x2, Watery Grave, Mind Funeral x2, Circu, Dimir Lobotomist x2.
 
I put my Watery Grave into play tapped and my opponent plays a forest and casts (Bird of Paradise). My following turn I draw a Island which I procede to play and pass the turn back. A second forest from Musichead and a (Cavern Caryatid) follows on their turn.
 
I draw Architects of Will and cast Mind Funeral for a total of 14 cards bring my opponent down to 36 cards in their deck. My opponent plays a Island, and casts Windborn Muse.
 
In my following turn I play another Island and cast my second Mind Funeral milling a massive 16 cards, leaving my opponent with 19 cards left in their deck. On their turn they attack with Windborn Muse for 2 bring me down to 18 and playing Kodama of the North Tree.
 
On my turn I play Circu and then pass the turn back. My opponent plays a Terramorphic Expanse and attacks me down to 10 using Windborn Muse and Kodama of the North Tree. Post combat Circu meets a Path to Exile and I get to search up a swamp.
 
On my following turn I decide to use the Psychic Drain I draw on the previous turn for 3, bringing me back up to 13 and my opponents library down to 14 cards. My opponent activates their Terramorphic Expanse for a Plains. On their turn they play Brushland and attacks me to down to 5. 
 
I play Architects of Will and look at the top cards of my Deck and see a Glimpse the Unthinkable as the third card down, so I place that on top of my deck and pass the turn, but its not enough and next turn I’m attacked again for lethal due to trample damage.
 
I end up losing the Match 0-2. 

Round 3 of the Tribal Apocalypse Pre vs BlippyTheSlug playing B/g Relentless Rats. 
 
First game, I choose to play first and keep a hand of
 
Swamp Swamp Island Island Shadowmage Infiltrator Mind Funeral Soul Manipulation
Swamp x2, Island x2, Shadowmage Infiltrator, Mind Funeral, Soul Manipulation
 
In the first two turns I play a Swamp and an Island, while my opponent plays a Forest and a Swamp. On my third turn I play an Island and cast Shadowmage Infiltrator, my opponent plays a Swamp and casts a Relentless Rats. If I can get Circu on the board and get a rat under him, my opponent could be in trouble.
 
On my following turn I play a Swamp and cast Architects of Will I had just drawn, seeing Island, Island and Swamp. Luckily I had drawn a Clutch of the Undercity the previous turn so I have a way to search up Circu and a way to shuffle my deck next turn.
My opponent on his next turn uses a Wretched Banquet to destroy my Shadowmage Infiltrator and then casts Sign in Blood bringing them down to 18.
 
On my following turn I draw a Island and transmute with Clutch of the Undercity for Circu, Dimir Lobotomist and attack with the Architects, my opponent blocks with the rats and they are destroyed. On my opponents following turn he plays Vivid Marsh and casts Bloodbond March.
 
I attack with the Architects on my turn bring my opponent down to 15 Life. Then cast for some unknown reason Mind Funeral before Circu, Milling 8 cards including 3 Relentless Rats this was a real bonehead play. On my opponents turn he plays a forest and casts Relentless Rats triggering Bloodbond March netting him 5 Relentless Rats each 6/6 and I proceed to concede the next turn.
 
The second game I mulligan down to six after choosing to play first whilst my opponent Mulligans down to 2 due to no land issues, and I keep the following.
 
Island Watery Grave Dimir Guildmage Glimpse the Unthinkable Mind Funeral Architects of Will
Island Watery Grave Dimir Guildmage Glimpse the Unthinkable Mind Funeral Architects of Will
 
First turn I play my Watery Grave into play tapped, while my opponent plays a swamp. On my second turn I draw a Watery Grave and play my Island followed by Glimpse the Unthinkable bring my opponents library down to 47 cards. My opponent next turn plays a Swamp and passes.
 
I draw a Shadowmage Infiltrator and play my Watery Grave untapped, bring me down to 18 life and cast Mind Funeral netting me a mill of 15 cards, bringing my opponents library down to 31 cards. A third swamp for my opponent lets them play a Relentless Rats.
 
I draw a third Watery Grave which I play untapped bring me down to 16 life, cast Architects of Will seeing two lands and a Clutch of the Undercity, I place the Clutch on the top and pass the turn. My opponent plays a Vivid Marsh and passes the turn back.
 
The following turn I attack with the Architects of Will bring my opponent down to 17 and then Transmute the Clutch of the Undercity for Circu. My opponent plays a second Relentless Rats and attacks for 3 and I’m down to 13 Life.
 
The following turn I play Circu and send the turn back. My opponent plays Bloodbond March and passes the turn. I play a Clutch of the Undercity which I had drawn to bounce the Bloodbond March, and Circu exiles Relentless Rats and Tendrils of Corruption. My opponent replays the Bloodbond March and sends back the turn.
 
I play a Swamp I’ve drawn off the top and cast Dimir Guildmage, exiling a Forest and a Swamp. I use the guildmages ability to draw a card netting a Swamp. My opponent plays a Sign in Blood for 2 cards and loses two life going down to 12 life and follows that with another Sign in Blood to go down to 10.
 
I draw a Lich Lord of Unx, I activate Dimir Guildmage to draw a card, Mind Funeral is drawn off the top which I cast exiling Doom Blade and (Leechridden Swamp) and netting a mill of 11 cards to bring my opponents library down to 4 cards. On the following turn my opponent concedes. On to the decider.
 
My opponent chooses to play first and mulligan’s down to six cards, while I keep my starting seven of
 
Swamp Island Dimir Guildmage Glimpse the Unthinkable Glimpse the Unthinkable Architects of Will Clutch of the Undercity
Swamp, Island, Dimir Guildmage, Glimpse the Unthinkable x2, Architects of Will Clutch of the Undercity
 
The first two turns, are my opponent playing two Swamps, while I play my Swamp and Island, casting Glimpse the Unthinkable bringing my opponent down to 43 Cards. My opponent played a Forest and a Relentless Rats on their third turn, while I drew my third Glimpse the Unthinkable, played a swamp and cast Glimpse the Unthinkable to bring my opponent down to 32 in their library.
 
Next turn my opponent plays a second Relentless Rats and attacks me for 3 and I drop to 17 life. On my turn I draw Circu and cast Architects of Will to give me someone to block with and I see three land on the top and pass the turn.
 
My opponent plays a Swamp followed by a third Relentless Rats and a Wretched Banquet to destroy my Architects of Will. On my turn I play a tapped Watery Grave and cast Dimir Guildmage followed by a Glimpse the Unthinkable my opponents library is down to 20 cards. A fourth Relentless Rats on my opponents turn and I concede.

Aftermath

So in the end I went 0-3 in the pre, several of the games I was extremely close to milling my opponent but close isn’t good enough, so what can we take away from this experience.
 
Firstly the deck is fun to play every so often but can prove very unpopular in the casual rooms, at least 10 of my practise matches had my opponent concede on turn two when I played a Glimpse the Unthinkable.
 
Secondly a mill strategy requires a lot commitment in cards, leaving you with fewer options for removal, card draw and control elements meaning if an Opponent gets a board position you will tend to lose. 
 
I think if I did the deck again, now knowing this I would approach the Circu build as a control build as oppose to a mill build. I have put together a quick deck list which I haven’t tested but may well do in future.
 
Like a Hole in the Head
Classic Tribal Wars- Humans
Creatures
4 Shadowmage Infiltrator
4 Dimir Guildmage
4 Vectis Agents
4 Architects of Will
4 Circu, Dimir Lobotomist
20 cards

Other Spells
4 Consult the Necrosages
4 Agony Warp
4 Undermine
4 Lobotomy
16 cards
Lands
10 Island
4 Watery Grave
10 Swamp
24 cards
 
Lobotomy
 
I hope you enjoyed our quick trip into the underground of Ravnica, once again all feedbacks/comments are greatly received. Our next guild is the Selesnya Conclave.
 
Hugs and Kisses
Melissafey 

13 Comments

Good job and very nice by Paul Leicht at Thu, 07/29/2010 - 00:43
Paul Leicht's picture
5

Good job and very nice writing. One small caveat to that. Please stop using the word 'whilst' so many times.

I watched some of your PRE matches and I must say your opponents' decks were just brutal. The power level just creeps up week by week. Kudos to you for doing something creative and fun with the PRE instead of bring cookie cutter I win decks. Every week you bring something different and every week it is surprising.

Mill has had some upgrades but they are monocolored unfortunately. Hedron Crab does nasty things if left unmolested as does Mindspring/Braingeyser given the right timing. That doesn't really help you, needing to fit into Dimir colors AND trigger Circu consistently. I think you built the best possible deck for that considering.

Also mill is especially weak in any format Gaea's Blessing is legal in. That said, a must include is extirpate to handle the potentially troublesome sorcery. This works because at least some of the time your op is going to draw one or more and use them to restore their graveyard to their library at which time you exile them all and proceed to mill without fear.

Ah by Melissafey at Thu, 07/29/2010 - 01:26
Melissafey's picture

I must admit that I will tend towards certain words, time to give the article an extra read through to change all the "whilsts"

I do tend to try and be creative with my decks, sometimes this has worked in my favour as I come up with something completely unexpected but often they can back fire.

The dipping into monocoloured cards for additional mill cards or support would have been another way to look at that deck from a Mill stand point.

Also thanks for the feedback and the support much appreciated.

Whilst on my dinner at work I by bingobongo at Thu, 07/29/2010 - 08:57
bingobongo's picture

Whilst on my dinner at work I read through your article Melissafey and found it much improved on the previous one, whilst reading it I noted you have taken onboard comments given on your last article.

Whilst I have not been playing the Tribes PRE much I do hope to play this coming Saturday whilst also looking forward to seeing your new creation from Ravnica block.

Whilst I feel you had a good idea with the mill deck it could use a back up plan when it comes to tribes as you found out they can be just too quick for this style of deck. I have tried it myself with allies whilst finding the backup plan of beatdown to also be effective. But maybe I'm not the person to give advise never won to dam thing whilst there are others better suited to the task.

Whilst
Bingo

Thank you by Melissafey at Thu, 07/29/2010 - 13:52
Melissafey's picture

Thanks Bingo, Hope we see you at this weeks PRE.

You are right a Mill deck needs a back up plan, and I think the creature restrictions of Classic Tribal Wars, make that difficult unless the tribe is built to Mill, namely merfolk. I have seen Flippers_Giraffe with a deck before which had Mill as a plan using Mesmeric Orb and had Gaea's Blessing to avoid decking yourself. I liked the idea but felt it didn't fully fit the style of the guild.

Thats more simic by Paul Leicht at Thu, 07/29/2010 - 14:01
Paul Leicht's picture

Thats more simic

Yep by Melissafey at Thu, 07/29/2010 - 14:02
Melissafey's picture

Yeah indeed

"make that difficult unless by Lythand at Thu, 07/29/2010 - 14:47
Lythand's picture

"make that difficult unless the tribe is built to Mill, namely merfolk"

Or Allies

Too True by Melissafey at Thu, 07/29/2010 - 15:48
Melissafey's picture

True, allies is another one :D

You could always just add a by Ranth at Thu, 07/29/2010 - 15:02
Ranth's picture

You could always just add a eldrazi legend or two if you intended to do the mill via orbs as they would serve the same function as blessing while also giving you a nasty critter if games go long.

As for focusing on Circu while he's certainly a beastly critter one must remember that he is a legend and only 4 of 60 cards so using multi-color cards with a rough manabase to maximize his effect most likely cost you a game or two.

You had no fetch lands and only 4 lands that produced both types of mana, even 4 terramorphic expanse would helped smooth out mana issues to a great extent.

My personal opinion is that wizards by their nature is a very control centric tribe I'd say moving the deck in that direction is the right call. Granted it creates a completely different deck but there's never anything wrong in focusing on what a given tribe does best.

And don't worry too much about useing the same word several times. All of us writers have done it a few times so don't feel that it's just you. All you can do about it is just become aware of it and search for it after that :)

I did think about the by Melissafey at Thu, 07/29/2010 - 16:07
Melissafey's picture

I did think about the expanses, I might try using those in future. I would agree the wizard tribe is very much a control tribe, and with the deck you could move away from the Blue/Black wizards or humans and move into mono blue wizards with counter abilities maybe, Circu would only activate once but that would be made up by the wizards countering ability. But thats why I said both the Human and Wizard tribes are huge and probably to hard for me to cover in just one article all the options in that tribe.

And thanks for all the support appreciated.

Apparently the use of humor by Paul Leicht at Thu, 07/29/2010 - 18:53
Paul Leicht's picture

Apparently the use of humor is unheard of on the internet. :/ Sad because I heard it was fun.

Humor Paul whats that? Whilst by bingobongo at Fri, 07/30/2010 - 02:26
bingobongo's picture

Humor Paul whats that? Whilst being up early I found myself wondering what you mean.

Yeah today, on my birthday I by Paul Leicht at Fri, 07/30/2010 - 08:23
Paul Leicht's picture

Yeah today, on my birthday I begin to see what you mean.